diff --git a/assets/voxygen/voxel/biped_large_central_manifest.ron b/assets/voxygen/voxel/biped_large_central_manifest.ron index ef976dee07..1c2b6921d3 100644 --- a/assets/voxygen/voxel/biped_large_central_manifest.ron +++ b/assets/voxygen/voxel/biped_large_central_manifest.ron @@ -505,7 +505,7 @@ central: ("armor.empty"), ), main: ( - offset: (-1.5, -9.0, -10.0), + offset: (-2.5, -4.0, -7.0), central: ("weapon.bow.longbow_lizardman"), ) ), @@ -535,7 +535,7 @@ central: ("armor.empty"), ), main: ( - offset: (-1.5, -9.0, -10.0), + offset: (-2.5, -4.0, -7.0), central: ("weapon.bow.longbow_lizardman"), ) ), diff --git a/voxygen/src/anim/src/biped_large/charge.rs b/voxygen/src/anim/src/biped_large/charge.rs new file mode 100644 index 0000000000..8a21bd9bfd --- /dev/null +++ b/voxygen/src/anim/src/biped_large/charge.rs @@ -0,0 +1,351 @@ +use super::{ + super::{vek::*, Animation}, + BipedLargeSkeleton, SkeletonAttr, +}; +use common::comp::item::{Hands, ToolKind}; +use std::{f32::consts::PI, ops::Mul}; + +pub struct ChargeAnimation; + +impl Animation for ChargeAnimation { + type Dependency = ( + Option, + Option, + f32, + Vec3, + Vec3, + f64, + ); + type Skeleton = BipedLargeSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"biped_large_charge\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")] + fn update_skeleton_inner( + skeleton: &Self::Skeleton, + (active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency, + anim_time: f64, + _rate: &mut f32, + skeleton_attr: &SkeletonAttr, + ) -> Self::Skeleton { + let mut next = (*skeleton).clone(); + + let lab = 0.55; + let breathe = (anim_time as f32 + 1.5 * PI).sin(); + let test = (anim_time as f32 + 36.0 * PI).sin(); + + let slower = (anim_time as f32 * 1.0 + PI).sin(); + let slow = (anim_time as f32 * 3.5 + PI).sin(); + + let tailmove = Vec2::new( + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(7331.0) + .sin() + * 0.25, + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(1337.0) + .sin() + * 0.125, + ); + + let look = Vec2::new( + ((global_time + anim_time) as f32 / 8.0) + .floor() + .mul(7331.0) + .sin() + * 0.5, + ((global_time + anim_time) as f32 / 8.0) + .floor() + .mul(1337.0) + .sin() + * 0.25, + ); + + let foothoril = (((1.0) + / (0.4 + + (0.6) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()); + let foothorir = (((1.0) + / (0.4 + + (0.6) + * ((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 footvertl = (anim_time as f32 * 16.0 * lab as f32).sin(); + let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin(); + + let footrotl = (((5.0) + / (2.5 + + (2.5) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()); + + 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 quick = (((5.0) + / (3.5 + 1.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 8.0).sin()); + let quicka = (((5.0) + / (3.5 + + 1.5 + * ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin()); + let stress = (((5.0) + / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 20.0).cos()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 20.0).cos()); + + 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(); + let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2); + let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0); + + let ori: Vec2 = Vec2::from(orientation); + let last_ori = Vec2::from(last_ori); + let tilt = if ::vek::Vec2::new(ori, last_ori) + .map(|o| o.magnitude_squared()) + .map(|m| m > 0.001 && m.is_finite()) + .reduce_and() + && ori.angle_between(last_ori).is_finite() + { + ori.angle_between(last_ori).min(0.2) + * last_ori.determine_side(Vec2::zero(), ori).signum() + } else { + 0.0 + } * 1.3; + + next.head.position = Vec3::new( + stop * -2.0, + -3.5 + stop * 2.5 + skeleton_attr.head.0, + skeleton_attr.head.1, + ); + next.head.orientation = + Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3); + next.head.scale = Vec3::one() * 1.02; + + next.upper_torso.position = Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1); + next.upper_torso.orientation = + Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0); + + + next.lower_torso.position = Vec3::new(0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1); + next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0); + + if velocity < 0.5 { + next.jaw.position = Vec3::new( + 0.0, + skeleton_attr.jaw.0 - slower * 0.12, + skeleton_attr.jaw.1 + slow * 0.2, + ); + next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); + next.jaw.scale = Vec3::one() * 1.02; + + next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); + next.tail.orientation = + Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); + next.tail.scale = Vec3::one(); + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.shoulder_l.scale = Vec3::one(); + + next.shoulder_r.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.shoulder_r.scale = Vec3::one(); + + next.leg_l.position = Vec3::new( + -skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2 + breathe * 0.2, + ) * 1.02; + next.leg_l.orientation = Quaternion::rotation_z(0.0); + next.leg_l.scale = Vec3::one() * 1.02; + + next.leg_r.position = Vec3::new( + skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2 + breathe * 0.2, + ) * 1.02; + next.leg_r.orientation = Quaternion::rotation_z(0.0); + next.leg_r.scale = Vec3::one() * 1.02; + + next.foot_l.position = Vec3::new( + -skeleton_attr.foot.0, + skeleton_attr.foot.1, + skeleton_attr.foot.2, + ) / 8.0; + next.foot_l.orientation = Quaternion::rotation_z(0.0); + next.foot_l.scale = Vec3::one() / 8.0; + + next.foot_r.position = Vec3::new( + skeleton_attr.foot.0, + skeleton_attr.foot.1, + skeleton_attr.foot.2, + ) / 8.0; + next.foot_r.orientation = Quaternion::rotation_z(0.0); + next.foot_r.scale = Vec3::one() / 8.0; + + next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; + next.torso.orientation = Quaternion::rotation_z(test * 0.0); + next.torso.scale = Vec3::one() / 8.0; + + next.control.position = Vec3::new(7.0, 9.0, -10.0); + next.control.orientation = 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.jaw.position = Vec3::new( + 0.0, + skeleton_attr.jaw.0 - slower * 0.12, + skeleton_attr.jaw.1 + slow * 0.2, + ); + next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); + next.jaw.scale = Vec3::one() * 1.02; + + next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); + next.tail.orientation = + Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); + next.tail.scale = Vec3::one(); + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothoril * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = 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.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothorir * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_r.orientation = 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.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; + next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25); + next.torso.scale = Vec3::one() / 8.0; + + next.leg_l.position = Vec3::new( + -skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2, + ) * 0.98; + next.leg_l.orientation = + Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3); + next.leg_l.scale = Vec3::one() * 0.98; + + next.leg_r.position = Vec3::new( + skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2, + ) * 0.98; + + next.leg_r.orientation = + Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3); + next.leg_r.scale = Vec3::one() * 0.98; + + next.foot_l.position = 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.orientation = + Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0); + next.foot_l.scale = Vec3::one() / 8.0; + + next.foot_r.position = 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.orientation = + Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0); + next.foot_r.scale = Vec3::one() / 8.0; + + } + match active_tool_kind { + Some(ToolKind::Bow(_)) => { + next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0); + next.hand_l.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hand_l.scale = Vec3::one() * 1.05; + next.hand_r.position = Vec3::new(4.9, 1.0, -5.0); + next.hand_r.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hand_r.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(8.0, 2.0, -14.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); + + next.hold.position = Vec3::new(0.4, -0.3, -5.8); + next.hold.orientation = Quaternion::rotation_x(-1.6) + * Quaternion::rotation_y(-0.1) + * Quaternion::rotation_z(0.0); + next.hold.scale = Vec3::one() * 1.0; + + next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 4.0); + next.control.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(stop * -0.4) + * Quaternion::rotation_z(stop * -0.6); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Staff(_)) => { + next.hand_l.position = Vec3::new(11.0, 5.0, -4.0); + next.hand_l.orientation = Quaternion::rotation_x(1.27); + next.hand_l.scale = Vec3::one() * 1.05; + next.hand_r.position = Vec3::new(12.0, 5.5, 2.0); + next.hand_r.orientation = + Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2); + next.hand_r.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(8.0, 8.5, 13.2); + next.main.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(3.14) + * Quaternion::rotation_z(0.0); + + next.control.position = Vec3::new( + -7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)), + 6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)), + 6.0 - stop * 3.0, + ); + next.control.orientation = + Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2); + next.control.scale = Vec3::one(); + }, + _ => {}, + } + + next + } +} \ No newline at end of file diff --git a/voxygen/src/anim/src/biped_large/mod.rs b/voxygen/src/anim/src/biped_large/mod.rs index 58dc05a8f3..695af3e528 100644 --- a/voxygen/src/anim/src/biped_large/mod.rs +++ b/voxygen/src/anim/src/biped_large/mod.rs @@ -3,11 +3,13 @@ pub mod idle; pub mod jump; pub mod run; pub mod wield; +pub mod shoot; +pub mod charge; // Reexports pub use self::{ alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, - wield::WieldAnimation, + wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation, }; use super::{make_bone, vek::*, FigureBoneData, Skeleton}; @@ -32,6 +34,7 @@ skeleton_impls!(struct BipedLargeSkeleton { + leg_r, + foot_l, + foot_r, + + hold, torso, control, }); @@ -40,7 +43,7 @@ impl Skeleton for BipedLargeSkeleton { type Attr = SkeletonAttr; type Body = Body; - const BONE_COUNT: usize = 15; + const BONE_COUNT: usize = 16; #[cfg(feature = "use-dyn-lib")] const COMPUTE_FN: &'static [u8] = b"biped_large_compute_mats\0"; @@ -57,6 +60,7 @@ impl Skeleton for BipedLargeSkeleton { let lower_torso_mat = upper_torso_mat * Mat4::::from(self.lower_torso); let head_mat = upper_torso_mat * Mat4::::from(self.head); let control_mat = upper_torso_mat * Mat4::::from(self.control); + let hand_l_mat = Mat4::::from(self.hand_l); *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ make_bone(head_mat), @@ -74,6 +78,8 @@ impl Skeleton for BipedLargeSkeleton { make_bone(lower_torso_mat * Mat4::::from(self.leg_r)), make_bone(base_mat * Mat4::::from(self.foot_l)), make_bone(base_mat * Mat4::::from(self.foot_r)), + // FIXME: Should this be l_control_mat? + make_bone(control_mat * hand_l_mat * Mat4::::from(self.hold)), ]; Vec3::default() } @@ -186,9 +192,9 @@ impl<'a> From<&'a Body> for SkeletonAttr { (Troll, _) => (0.0, 0.0), (Dullahan, _) => (0.0, 0.0), (Werewolf, _) => (-5.5, -2.0), - (Occultlizardman, _) => (-5.5, -6.0), - (Mightylizardman, _) => (-5.5, -6.0), - (Slylizardman, _) => (-5.5, -6.0), + (Occultlizardman, _) => (-4.5, -6.0), + (Mightylizardman, _) => (-4.5, -6.0), + (Slylizardman, _) => (-4.5, -6.0), }, shoulder: match (body.species, body.body_type) { (Ogre, Male) => (12.0, 0.5, 0.0), diff --git a/voxygen/src/anim/src/biped_large/shoot.rs b/voxygen/src/anim/src/biped_large/shoot.rs new file mode 100644 index 0000000000..72ff29a36d --- /dev/null +++ b/voxygen/src/anim/src/biped_large/shoot.rs @@ -0,0 +1,340 @@ +use super::{ + super::{vek::*, Animation}, + BipedLargeSkeleton, SkeletonAttr, +}; +use common::comp::item::{Hands, ToolKind}; +use std::{f32::consts::PI, ops::Mul}; + +pub struct ShootAnimation; + +impl Animation for ShootAnimation { + type Dependency = (Option, Option, f32, f64); + type Skeleton = BipedLargeSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")] + fn update_skeleton_inner( + skeleton: &Self::Skeleton, + (active_tool_kind, second_tool_kind, velocity, global_time): Self::Dependency, + anim_time: f64, + _rate: &mut f32, + skeleton_attr: &SkeletonAttr, + ) -> Self::Skeleton { + let mut next = (*skeleton).clone(); + + let lab = 0.55; + let breathe = (anim_time as f32 + 1.5 * PI).sin(); + let test = (anim_time as f32 + 36.0 * PI).sin(); + + let slower = (anim_time as f32 * 1.0 + PI).sin(); + let slow = (anim_time as f32 * 3.5 + PI).sin(); + + let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2); + + let tailmove = Vec2::new( + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(7331.0) + .sin() + * 0.25, + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(1337.0) + .sin() + * 0.125, + ); + + let look = Vec2::new( + ((global_time + anim_time) as f32 / 8.0) + .floor() + .mul(7331.0) + .sin() + * 0.5, + ((global_time + anim_time) as f32 / 8.0) + .floor() + .mul(1337.0) + .sin() + * 0.25, + ); + + let foothoril = (((1.0) + / (0.4 + + (0.6) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()); + let foothorir = (((1.0) + / (0.4 + + (0.6) + * ((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 footvertl = (anim_time as f32 * 16.0 * lab as f32).sin(); + let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin(); + + let footrotl = (((5.0) + / (2.5 + + (2.5) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()); + + 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(); + + if velocity < 0.5 { + next.head.position = Vec3::new( + 0.0, + skeleton_attr.head.0, + skeleton_attr.head.1 + breathe * 0.2, + ) * 1.02; + next.head.orientation = + Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6); + next.head.scale = Vec3::one() * 1.02; + + next.upper_torso.position = Vec3::new( + 0.0, + skeleton_attr.upper_torso.0, + skeleton_attr.upper_torso.1 + breathe * 0.5, + ); + next.upper_torso.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.upper_torso.scale = Vec3::one(); + + next.lower_torso.position = Vec3::new( + 0.0, + skeleton_attr.lower_torso.0, + skeleton_attr.lower_torso.1 + breathe * 0.15, + ); + next.lower_torso.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.lower_torso.scale = Vec3::one() * 1.02; + + next.jaw.position = Vec3::new( + 0.0, + skeleton_attr.jaw.0 - slower * 0.12, + skeleton_attr.jaw.1 + slow * 0.2, + ); + next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); + next.jaw.scale = Vec3::one() * 1.02; + + next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); + next.tail.orientation = + Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); + next.tail.scale = Vec3::one(); + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.shoulder_l.scale = Vec3::one(); + + next.shoulder_r.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.shoulder_r.scale = Vec3::one(); + + next.leg_l.position = Vec3::new( + -skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2 + breathe * 0.2, + ) * 1.02; + next.leg_l.orientation = Quaternion::rotation_z(0.0); + next.leg_l.scale = Vec3::one() * 1.02; + + next.leg_r.position = Vec3::new( + skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2 + breathe * 0.2, + ) * 1.02; + next.leg_r.orientation = Quaternion::rotation_z(0.0); + next.leg_r.scale = Vec3::one() * 1.02; + + next.foot_l.position = Vec3::new( + -skeleton_attr.foot.0, + skeleton_attr.foot.1, + skeleton_attr.foot.2, + ) / 8.0; + next.foot_l.orientation = Quaternion::rotation_z(0.0); + next.foot_l.scale = Vec3::one() / 8.0; + + next.foot_r.position = Vec3::new( + skeleton_attr.foot.0, + skeleton_attr.foot.1, + skeleton_attr.foot.2, + ) / 8.0; + next.foot_r.orientation = Quaternion::rotation_z(0.0); + next.foot_r.scale = Vec3::one() / 8.0; + + next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; + next.torso.orientation = Quaternion::rotation_z(test * 0.0); + next.torso.scale = Vec3::one() / 8.0; + + next.control.position = Vec3::new(7.0, 9.0, -10.0); + next.control.orientation = 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.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02; + next.head.orientation = + Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05); + next.head.scale = Vec3::one() * 1.02; + + next.upper_torso.position = Vec3::new( + 0.0, + skeleton_attr.upper_torso.0, + skeleton_attr.upper_torso.1 + shortalt * -1.5, + ); + next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18); + next.upper_torso.scale = Vec3::one(); + + next.lower_torso.position = Vec3::new( + 0.0, + skeleton_attr.lower_torso.0, + skeleton_attr.lower_torso.1, + ); + next.lower_torso.orientation = + Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14); + next.lower_torso.scale = Vec3::one() * 1.02; + + next.jaw.position = Vec3::new( + 0.0, + skeleton_attr.jaw.0 - slower * 0.12, + skeleton_attr.jaw.1 + slow * 0.2, + ); + next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); + next.jaw.scale = Vec3::one() * 1.02; + + next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); + next.tail.orientation = + Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); + next.tail.scale = Vec3::one(); + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothoril * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = 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.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothorir * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_r.orientation = 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.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; + next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25); + next.torso.scale = Vec3::one() / 8.0; + + next.leg_l.position = Vec3::new( + -skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2, + ) * 0.98; + next.leg_l.orientation = + Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3); + next.leg_l.scale = Vec3::one() * 0.98; + + next.leg_r.position = Vec3::new( + skeleton_attr.leg.0, + skeleton_attr.leg.1, + skeleton_attr.leg.2, + ) * 0.98; + + next.leg_r.orientation = + Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3); + next.leg_r.scale = Vec3::one() * 0.98; + + next.foot_l.position = 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.orientation = + Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0); + next.foot_l.scale = Vec3::one() / 8.0; + + next.foot_r.position = 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.orientation = + Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0); + next.foot_r.scale = Vec3::one() / 8.0; + + } + match active_tool_kind { + Some(ToolKind::Bow(_)) => { + next.hand_l.position = + Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0); + next.hand_l.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6 + exp * 0.8) + * Quaternion::rotation_z(-0.3 + exp * 0.9); + next.hand_l.scale = Vec3::one() * 1.05; + next.hand_r.position = Vec3::new(4.9, 3.0, -4.0); + next.hand_r.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hand_r.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(3.0, 2.0, -13.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); + + next.control.position = Vec3::new(-9.0, 6.0, 8.0); + next.control.orientation = Quaternion::rotation_x(exp * 0.4) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Staff(_)) => { + next.hand_l.position = Vec3::new(11.0, 5.0, -4.0); + next.hand_l.orientation = + Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0); + next.hand_l.scale = Vec3::one() * 1.05; + next.hand_r.position = Vec3::new(12.0, 5.5, 2.0); + next.hand_r.orientation = + Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2); + next.hand_r.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(8.0, 8.5, 13.2); + next.main.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(3.14) + * Quaternion::rotation_z(0.0); + + next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0); + next.control.orientation = Quaternion::rotation_x(exp * 1.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(exp * 1.5); + next.control.scale = Vec3::one(); + }, + _ => {}, + } + + next + } +} \ No newline at end of file diff --git a/voxygen/src/anim/src/biped_large/wield.rs b/voxygen/src/anim/src/biped_large/wield.rs index 84590555b5..fde65bf713 100644 --- a/voxygen/src/anim/src/biped_large/wield.rs +++ b/voxygen/src/anim/src/biped_large/wield.rs @@ -30,6 +30,8 @@ impl Animation for WieldAnimation { let slower = (anim_time as f32 * 1.0 + PI).sin(); let slow = (anim_time as f32 * 3.5 + PI).sin(); + let u_slow = (anim_time as f32 * 1.0 + PI).sin(); + let u_slowalt = (anim_time as f32 * 3.0 + PI).cos(); let tailmove = Vec2::new( ((global_time + anim_time) as f32 / 2.0) @@ -91,17 +93,6 @@ impl Animation for WieldAnimation { let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin(); - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.57) - * Quaternion::rotation_z(1.0); - next.main.scale = Vec3::one() * 1.02; - - next.second.position = Vec3::new(0.0, 0.0, 0.0); - next.second.orientation = - Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); - next.second.scale = Vec3::one() * 0.0; - next.hand_l.position = Vec3::new( -skeleton_attr.hand.0 - 7.0, skeleton_attr.hand.1 - 7.0, @@ -117,8 +108,81 @@ impl Animation for WieldAnimation { ); next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); next.hand_r.scale = Vec3::one() * 1.02; + next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); + next.hand_r.scale = Vec3::one() * 1.02; + + next.control.position = Vec3::new(7.0, 9.0, -10.0); + next.control.orientation = Quaternion::rotation_x(test * 0.02) + * Quaternion::rotation_y(test * 0.02) + * Quaternion::rotation_z(test * 0.02); + next.control.scale = Vec3::one(); - if velocity < 0.5 { + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(-1.57) + * Quaternion::rotation_z(1.0); + next.main.scale = Vec3::one() * 1.02; + + if velocity > 0.5 { + next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02; + next.head.orientation = + Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05); + next.head.scale = Vec3::one() * 1.02; + + next.upper_torso.position = Vec3::new( + 0.0, + skeleton_attr.upper_torso.0, + skeleton_attr.upper_torso.1 + shortalt * -1.5, + ); + next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18); + next.upper_torso.scale = Vec3::one(); + + next.lower_torso.position = Vec3::new( + 0.0, + skeleton_attr.lower_torso.0, + skeleton_attr.lower_torso.1, + ); + next.lower_torso.orientation = + Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14); + next.lower_torso.scale = Vec3::one() * 1.02; + + next.jaw.position = Vec3::new( + 0.0, + skeleton_attr.jaw.0 - slower * 0.12, + skeleton_attr.jaw.1 + slow * 0.2, + ); + next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); + next.jaw.scale = Vec3::one() * 1.02; + + next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); + next.tail.orientation = + Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); + next.tail.scale = Vec3::one(); + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothoril * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = 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.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1 + foothorir * -1.0, + skeleton_attr.shoulder.2, + ); + next.shoulder_r.orientation = 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.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; + next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25); + next.torso.scale = Vec3::one() / 8.0; + } else { next.head.position = Vec3::new( 0.0, skeleton_attr.head.0, @@ -216,135 +280,34 @@ impl Animation for WieldAnimation { * Quaternion::rotation_y(test * 0.02) * Quaternion::rotation_z(test * 0.02); next.control.scale = Vec3::one(); - } else { - next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02; - next.head.orientation = - Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05); - next.head.scale = Vec3::one() * 1.02; - - next.upper_torso.position = Vec3::new( - 0.0, - skeleton_attr.upper_torso.0, - skeleton_attr.upper_torso.1 + shortalt * -1.5, - ); - next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18); - next.upper_torso.scale = Vec3::one(); - - next.lower_torso.position = Vec3::new( - 0.0, - skeleton_attr.lower_torso.0, - skeleton_attr.lower_torso.1, - ); - next.lower_torso.orientation = - Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14); - next.lower_torso.scale = Vec3::one() * 1.02; - - next.jaw.position = Vec3::new( - 0.0, - skeleton_attr.jaw.0 - slower * 0.12, - skeleton_attr.jaw.1 + slow * 0.2, - ); - next.jaw.orientation = Quaternion::rotation_x(slow * 0.05); - next.jaw.scale = Vec3::one() * 1.02; - - next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); - next.tail.orientation = - Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0); - next.tail.scale = Vec3::one(); - - next.shoulder_l.position = Vec3::new( - -skeleton_attr.shoulder.0, - skeleton_attr.shoulder.1 + foothoril * -1.0, - skeleton_attr.shoulder.2, - ); - next.shoulder_l.orientation = 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.position = Vec3::new( - skeleton_attr.shoulder.0, - skeleton_attr.shoulder.1 + foothorir * -1.0, - skeleton_attr.shoulder.2, - ); - next.shoulder_r.orientation = 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.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0; - next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25); - next.torso.scale = Vec3::one() / 8.0; - - next.leg_l.position = Vec3::new( - -skeleton_attr.leg.0, - skeleton_attr.leg.1, - skeleton_attr.leg.2, - ) * 0.98; - next.leg_l.orientation = - Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3); - next.leg_l.scale = Vec3::one() * 0.98; - - next.leg_r.position = Vec3::new( - skeleton_attr.leg.0, - skeleton_attr.leg.1, - skeleton_attr.leg.2, - ) * 0.98; - - next.leg_r.orientation = - Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3); - next.leg_r.scale = Vec3::one() * 0.98; - - next.foot_l.position = 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.orientation = - Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0); - next.foot_l.scale = Vec3::one() / 8.0; - - next.foot_r.position = 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.orientation = - Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0); - next.foot_r.scale = Vec3::one() / 8.0; - } match active_tool_kind { Some(ToolKind::Bow(_)) => { - next.hand_l.position = Vec3::new( - -skeleton_attr.hand.0 - 7.0, - skeleton_attr.hand.1 - 7.0, - skeleton_attr.hand.2 + 10.0, - ); - next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); - next.hand_l.scale = Vec3::one() * 1.02; - - next.hand_r.position = Vec3::new( - skeleton_attr.hand.0 - 7.0, - skeleton_attr.hand.1 - 7.0, - skeleton_attr.hand.2 + 10.0, - ); - next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); - next.hand_r.scale = Vec3::one() * 1.02; - next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); - next.hand_r.scale = Vec3::one() * 1.02; - - next.control.position = Vec3::new(7.0, 9.0, -10.0); - next.control.orientation = Quaternion::rotation_x(test * 0.02) - * Quaternion::rotation_y(test * 0.02) - * Quaternion::rotation_z(test * 0.02); - next.control.scale = Vec3::one(); + next.hand_l.position = Vec3::new(2.0, 1.5, 0.0); + next.hand_l.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hand_l.scale = Vec3::one() * 1.05; + next.hand_r.position = Vec3::new(5.9, 4.5, -5.0); + next.hand_r.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hand_r.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(8.0, 8.0, -13.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.57) - * Quaternion::rotation_z(1.0); - next.main.scale = Vec3::one() * 1.02; + next.hold.position = Vec3::new(1.2, -1.0, -5.2); + next.hold.orientation = Quaternion::rotation_x(-1.7) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(-0.1); + next.hold.scale = Vec3::one() * 1.0; + + next.control.position = Vec3::new(-7.0, 3.0, -6.0); + next.control.orientation = + Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1); + next.control.scale = Vec3::one(); }, Some(ToolKind::Hammer(_)) => { next.hand_l.position = Vec3::new( diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 9a049922b1..c5b0f9dc99 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -2265,6 +2265,58 @@ impl FigureMgr { skeleton_attr, ) }, + CharacterState::BasicRanged(data) => { + if data.exhausted { + anim::biped_large::ShootAnimation::update_skeleton( + &target_base, + (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } else { + anim::biped_large::ChargeAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + ori, + state.last_ori, + time, + ), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } + }, + CharacterState::ChargedRanged(data) => { + if data.exhausted { + anim::biped_large::ShootAnimation::update_skeleton( + &target_base, + (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } else { + anim::biped_large::ChargeAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + ori, + state.last_ori, + time, + ), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } + }, // TODO! _ => target_base, };