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arming the cyclops
This commit is contained in:
parent
1421517f84
commit
aa3bdc42d7
@ -11,6 +11,10 @@
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torso_lower: (
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offset: (-5.0, -4.5, -4.5),
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center: ("npc.ogre.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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(Ogre, Female): (
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@ -25,6 +29,10 @@
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torso_lower: (
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offset: (-5.0, -4.5, -4.5),
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center: ("npc.ogre.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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(Cyclops, Male): (
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@ -39,6 +47,10 @@
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torso_lower: (
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offset: (-6.0, -5.5, -12.0),
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center: ("npc.cyclops.male.torso_lower"),
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),
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main: (
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offset: (-5.0, -6.5, -4.0),
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center: ("npc.cyclops.male.hammer"),
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)
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),
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(Cyclops, Female): (
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@ -53,6 +65,10 @@
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torso_lower: (
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offset: (-6.0, -5.5, -12.0),
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center: ("npc.cyclops.male.torso_lower"),
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),
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main: (
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offset: (-5.0, -6.5, -4.0),
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center: ("npc.cyclops.male.hammer"),
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)
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),
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(Wendigo, Male): (
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@ -67,6 +83,10 @@
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torso_lower: (
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offset: (-4.0, -2.0, -2.0),
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center: ("npc.wendigo.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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(Wendigo, Female): (
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@ -81,6 +101,10 @@
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torso_lower: (
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offset: (-4.0, -2.0, -2.0),
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center: ("npc.wendigo.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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(Troll, Male): (
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@ -95,6 +119,10 @@
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torso_lower: (
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offset: (-6.0, -3.5, -2.5),
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center: ("npc.troll.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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(Troll, Female): (
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@ -109,6 +137,10 @@
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torso_lower: (
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offset: (-6.0, -3.5, -2.5),
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center: ("npc.troll.male.torso_lower"),
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),
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main: (
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offset: (-8.0, -4.5, -5.0),
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center: ("npc.ogre.male.torso_upper"),
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)
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),
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})
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BIN
assets/voxygen/voxel/npc/cyclops/male/hammer.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/npc/cyclops/male/hammer.vox
(Stored with Git LFS)
Binary file not shown.
@ -49,9 +49,9 @@ impl Animation for IdleAnimation {
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1 + torso * 0.5,
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) / 8.0;
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next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 8.0;
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);
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next.upper_torso.ori = Quaternion::rotation_z(0.0);
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next.upper_torso.scale = Vec3::one();
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next.lower_torso.offset = Vec3::new(
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0.0,
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@ -61,6 +61,15 @@ impl Animation for IdleAnimation {
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next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one() * 1.02;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.main.offset = Vec3::new(-5.0, -7.0, 7.0);
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next.main.ori =
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Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() * 1.02;
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next.shoulder_l.offset = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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@ -125,9 +134,10 @@ impl Animation for IdleAnimation {
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next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_r.scale = Vec3::one() / 8.0;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one();
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next.torso.scale = Vec3::one() / 8.0;
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next
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}
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}
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@ -1,9 +1,12 @@
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pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod wield;
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// Reexports
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pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
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pub use self::{
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idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, wield::WieldAnimation,
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};
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use super::{Bone, FigureBoneData, Skeleton};
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use common::comp::{self};
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@ -14,6 +17,7 @@ pub struct BipedLargeSkeleton {
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head: Bone,
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upper_torso: Bone,
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lower_torso: Bone,
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main: Bone,
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shoulder_l: Bone,
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shoulder_r: Bone,
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hand_l: Bone,
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@ -23,6 +27,7 @@ pub struct BipedLargeSkeleton {
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foot_l: Bone,
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foot_r: Bone,
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torso: Bone,
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control: Bone,
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}
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impl BipedLargeSkeleton {
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@ -35,36 +40,32 @@ impl Skeleton for BipedLargeSkeleton {
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#[cfg(feature = "use-dyn-lib")]
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const COMPUTE_FN: &'static [u8] = b"biped_large_compute_mats\0";
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fn bone_count(&self) -> usize { 11 }
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fn bone_count(&self) -> usize { 12 }
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_compute_mats")]
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fn compute_matrices_inner(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
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let upper_torso_mat = self.upper_torso.compute_base_matrix();
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let lower_torso_mat = self.lower_torso.compute_base_matrix();
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let main_mat = self.main.compute_base_matrix();
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let shoulder_l_mat = self.shoulder_l.compute_base_matrix();
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let shoulder_r_mat = self.shoulder_r.compute_base_matrix();
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let hand_l_mat = self.hand_l.compute_base_matrix();
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let hand_r_mat = self.hand_r.compute_base_matrix();
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let leg_l_mat = self.leg_l.compute_base_matrix();
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let leg_r_mat = self.leg_r.compute_base_matrix();
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let torso_mat = self.torso.compute_base_matrix();
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let control_mat = self.control.compute_base_matrix();
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(
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[
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FigureBoneData::new(torso_mat * upper_torso_mat * self.head.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * lower_torso_mat),
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FigureBoneData::new(torso_mat * control_mat * upper_torso_mat * main_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_r_mat),
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FigureBoneData::new(
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torso_mat
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* upper_torso_mat
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* shoulder_l_mat
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* self.hand_l.compute_base_matrix(),
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),
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FigureBoneData::new(
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torso_mat
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* upper_torso_mat
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* shoulder_r_mat
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* self.hand_r.compute_base_matrix(),
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),
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FigureBoneData::new(torso_mat * control_mat * upper_torso_mat * hand_l_mat),
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FigureBoneData::new(torso_mat * control_mat * upper_torso_mat * hand_r_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * lower_torso_mat * leg_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * lower_torso_mat * leg_r_mat),
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FigureBoneData::new(self.foot_l.compute_base_matrix()),
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@ -73,7 +74,6 @@ impl Skeleton for BipedLargeSkeleton {
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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],
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Vec3::default(),
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)
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@ -83,6 +83,7 @@ impl Skeleton for BipedLargeSkeleton {
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self.head.interpolate(&target.head, dt);
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self.upper_torso.interpolate(&target.upper_torso, dt);
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self.lower_torso.interpolate(&target.lower_torso, dt);
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self.main.interpolate(&target.main, dt);
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self.shoulder_l.interpolate(&target.shoulder_l, dt);
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self.shoulder_r.interpolate(&target.shoulder_r, dt);
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self.hand_l.interpolate(&target.hand_l, dt);
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@ -92,6 +93,7 @@ impl Skeleton for BipedLargeSkeleton {
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self.foot_l.interpolate(&target.foot_l, dt);
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self.foot_r.interpolate(&target.foot_r, dt);
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self.torso.interpolate(&target.torso, dt);
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self.control.interpolate(&target.control, dt);
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}
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}
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@ -142,7 +144,7 @@ impl<'a> From<&'a comp::biped_large::Body> for SkeletonAttr {
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},
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upper_torso: match (body.species, body.body_type) {
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(Ogre, _) => (0.0, 19.0),
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(Cyclops, _) => (-1.0, 27.0),
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(Cyclops, _) => (-2.0, 27.0),
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(Wendigo, _) => (-1.0, 27.0),
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(Troll, _) => (-1.0, 25.5),
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},
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@ -160,7 +162,7 @@ impl<'a> From<&'a comp::biped_large::Body> for SkeletonAttr {
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},
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hand: match (body.species, body.body_type) {
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(Ogre, _) => (10.5, -1.0, -0.5),
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(Cyclops, _) => (0.0, 0.0, -3.5),
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(Cyclops, _) => (10.0, 2.0, -0.5),
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(Wendigo, _) => (12.0, 0.0, -0.5),
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(Troll, _) => (11.5, 0.0, -1.5),
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},
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@ -65,9 +65,9 @@ impl Animation for RunAnimation {
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1 + shortalt * -1.5,
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) / 8.0;
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);
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next.upper_torso.ori = Quaternion::rotation_z(short * 0.18);
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next.upper_torso.scale = Vec3::one() / 8.0;
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next.upper_torso.scale = Vec3::one();
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next.lower_torso.offset = Vec3::new(
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0.0,
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@ -77,6 +77,15 @@ impl Animation for RunAnimation {
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next.lower_torso.ori = Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
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next.lower_torso.scale = Vec3::one() * 1.02;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.main.offset = Vec3::new(-5.0, -7.0, 7.0);
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next.main.ori =
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Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() * 1.02;
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next.shoulder_l.offset = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1 + foothoril * -3.0,
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@ -98,20 +107,20 @@ impl Animation for RunAnimation {
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.offset = Vec3::new(
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-skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2,
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-1.0 + -skeleton_attr.hand.0,
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skeleton_attr.hand.1 + foothoril * -4.0,
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skeleton_attr.hand.2 + foothoril * 1.0,
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);
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next.hand_l.ori = Quaternion::rotation_x(0.3 + (handhoril * -0.6).max(0.0))
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next.hand_l.ori = Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
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* Quaternion::rotation_y(handhoril * -0.1);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.offset = Vec3::new(
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skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2,
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1.0 + skeleton_attr.hand.0,
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skeleton_attr.hand.1 + foothorir * -4.0,
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skeleton_attr.hand.2 + foothorir * 1.0,
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);
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next.hand_r.ori = Quaternion::rotation_x(0.3 + (handhorir * -0.6).max(0.0))
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next.hand_r.ori = Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
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* Quaternion::rotation_y(handhorir * 0.1);
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next.hand_r.scale = Vec3::one() * 1.02;
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@ -152,9 +161,9 @@ impl Animation for RunAnimation {
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Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
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next.foot_r.scale = Vec3::one() / 8.0;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
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next.torso.scale = Vec3::one();
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next.torso.scale = Vec3::one() / 8.0;
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next
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}
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}
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|
273
voxygen/src/anim/src/biped_large/wield.rs
Normal file
273
voxygen/src/anim/src/biped_large/wield.rs
Normal file
@ -0,0 +1,273 @@
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use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct WieldAnimation;
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impl Animation for WieldAnimation {
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type Dependency = (f32, f64);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_wield\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_wield")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 0.55;
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let breathe = (anim_time as f32 + 1.5 * PI).sin();
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let test = (anim_time as f32 + 36.0 * PI).sin();
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let look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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let foothoril = (((1.0)
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/ (0.4
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
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let foothorir = (((1.0)
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/ (0.4
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
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let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
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let handhoril = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin();
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let handhorir = (anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin();
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let footrotl = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
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||||
let footrotr = (((5.0)
|
||||
/ (1.0
|
||||
+ (4.0)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||
|
||||
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
||||
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
||||
|
||||
next.main.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.main.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.hand_l.offset = Vec3::new(
|
||||
-skeleton_attr.hand.0 - 7.0,
|
||||
skeleton_attr.hand.1 - 7.0,
|
||||
skeleton_attr.hand.2 + 10.0,
|
||||
);
|
||||
next.hand_l.ori = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.hand_r.offset = Vec3::new(
|
||||
skeleton_attr.hand.0 - 7.0,
|
||||
skeleton_attr.hand.1 - 7.0,
|
||||
skeleton_attr.hand.2 + 10.0,
|
||||
);
|
||||
next.hand_r.ori = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + breathe * 0.5,
|
||||
);
|
||||
next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1 + breathe * 0.15,
|
||||
);
|
||||
next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.shoulder_l.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.leg_l.offset = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.leg_l.ori = Quaternion::rotation_z(0.0);
|
||||
next.leg_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_r.offset = Vec3::new(
|
||||
skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.leg_r.ori = Quaternion::rotation_z(0.0);
|
||||
next.leg_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.foot_l.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
) / 8.0;
|
||||
next.foot_l.ori = Quaternion::rotation_z(0.0);
|
||||
next.foot_l.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.foot_r.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
) / 8.0;
|
||||
next.foot_r.ori = Quaternion::rotation_z(0.0);
|
||||
next.foot_r.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.ori = Quaternion::rotation_z(test * 0.0);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.control.offset = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.ori = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.scale = Vec3::one();
|
||||
} else {
|
||||
next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.ori = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + shortalt * -1.5,
|
||||
);
|
||||
next.upper_torso.ori = Quaternion::rotation_z(short * 0.18);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.ori =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.shoulder_l.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothoril * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.ori = Quaternion::rotation_x(0.5 + footrotl * -0.16)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.1);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothorir * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.ori = Quaternion::rotation_x(0.5 + footrotr * -0.16)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.1);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.leg_l.offset = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
next.leg_l.ori =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.leg_r.offset = Vec3::new(
|
||||
skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
|
||||
next.leg_r.ori =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.foot_l.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_l.ori =
|
||||
Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_l.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.foot_r.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_r.ori =
|
||||
Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_r.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.control.offset = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.ori = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.scale = Vec3::one();
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -346,6 +346,10 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
next.control.offset = Vec3::new(0.0, 6.0, 6.0);
|
||||
next.control.ori =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Farming(_)) => {
|
||||
if velocity < 0.5 {
|
||||
|
@ -586,6 +586,11 @@ impl<Skel: Skeleton> FigureModelCache<Skel> {
|
||||
body.body_type,
|
||||
generate_mesh,
|
||||
)),
|
||||
Some(biped_large_center_spec.mesh_main(
|
||||
body.species,
|
||||
body.body_type,
|
||||
generate_mesh,
|
||||
)),
|
||||
Some(biped_large_lateral_spec.mesh_shoulder_l(
|
||||
body.species,
|
||||
body.body_type,
|
||||
@ -630,7 +635,6 @@ impl<Skel: Skeleton> FigureModelCache<Skel> {
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
]
|
||||
},
|
||||
Body::Golem(body) => {
|
||||
|
@ -2485,6 +2485,7 @@ struct SidedBLCenterVoxSpec {
|
||||
head: BipedLargeCenterSubSpec,
|
||||
torso_upper: BipedLargeCenterSubSpec,
|
||||
torso_lower: BipedLargeCenterSubSpec,
|
||||
main: BipedLargeCenterSubSpec,
|
||||
}
|
||||
#[derive(Serialize, Deserialize)]
|
||||
struct BipedLargeCenterSubSpec {
|
||||
@ -2596,6 +2597,27 @@ impl BipedLargeCenterSpec {
|
||||
|
||||
generate_mesh(¢er, Vec3::from(spec.torso_lower.offset))
|
||||
}
|
||||
|
||||
pub fn mesh_main(
|
||||
&self,
|
||||
species: BLSpecies,
|
||||
body_type: BLBodyType,
|
||||
generate_mesh: impl FnOnce(&Segment, Vec3<f32>) -> Mesh<FigurePipeline>,
|
||||
) -> Mesh<FigurePipeline> {
|
||||
let spec = match self.0.get(&(species, body_type)) {
|
||||
Some(spec) => spec,
|
||||
None => {
|
||||
error!(
|
||||
"No main weapon specification exists for the combination of {:?} and {:?}",
|
||||
species, body_type
|
||||
);
|
||||
return load_mesh("not_found", Vec3::new(-5.0, -5.0, -2.5), generate_mesh);
|
||||
},
|
||||
};
|
||||
let center = graceful_load_segment(&spec.main.center.0);
|
||||
|
||||
generate_mesh(¢er, Vec3::from(spec.main.offset))
|
||||
}
|
||||
}
|
||||
impl BipedLargeLateralSpec {
|
||||
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
|
||||
|
@ -1680,12 +1680,29 @@ impl FigureMgr {
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
|
||||
_ => anim::biped_large::IdleAnimation::update_skeleton(
|
||||
&BipedLargeSkeleton::new(),
|
||||
time,
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
};
|
||||
let target_bones = match &character {
|
||||
CharacterState::Wielding { .. } => {
|
||||
anim::biped_large::WieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
// TODO!
|
||||
_ => state.skeleton_mut().clone(),
|
||||
_ => target_base,
|
||||
};
|
||||
|
||||
state.skeleton.interpolate(&target_base, dt);
|
||||
state.skeleton.interpolate(&target_bones, dt);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
|
Loading…
Reference in New Issue
Block a user