golem addition, fix for axe attack

This commit is contained in:
jshipsey 2020-08-23 03:39:18 -04:00
parent 4e07258319
commit bd1984bf28
10 changed files with 392 additions and 116 deletions

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@ -0,0 +1,73 @@
use rand::{seq::SliceRandom, thread_rng};
use serde::{Deserialize, Serialize};
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct Body {
pub species: Species,
pub body_type: BodyType,
}
impl Body {
pub fn random() -> Self {
let mut rng = thread_rng();
let species = *(&ALL_SPECIES).choose(&mut rng).unwrap();
Self::random_with(&mut rng, &species)
}
#[inline]
pub fn random_with(rng: &mut impl rand::Rng, &species: &Species) -> Self {
let body_type = *(&ALL_BODY_TYPES).choose(rng).unwrap();
Self { species, body_type }
}
}
impl From<Body> for super::Body {
fn from(body: Body) -> Self { super::Body::Critter(body) }
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
#[repr(u32)]
pub enum Species {
Archaeos = 0,
Odontotyrannos = 1,
}
/// Data representing per-species generic data.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct AllSpecies<SpeciesMeta> {
pub archaeos: SpeciesMeta,
pub odontotyrannos: SpeciesMeta,
}
impl<'a, SpeciesMeta> core::ops::Index<&'a Species> for AllSpecies<SpeciesMeta> {
type Output = SpeciesMeta;
#[inline]
fn index(&self, &index: &'a Species) -> &Self::Output {
match index {
Species::Archaeos => &self.archaeos,
Species::Odontotyrannos => &self.odontotyrannos,
}
}
}
pub const ALL_SPECIES: [Species; 2] = [
Species::Archaeos,
Species::Odontotyrannos,
];
impl<'a, SpeciesMeta: 'a> IntoIterator for &'a AllSpecies<SpeciesMeta> {
type IntoIter = std::iter::Copied<std::slice::Iter<'static, Self::Item>>;
type Item = Species;
fn into_iter(self) -> Self::IntoIter { ALL_SPECIES.iter().copied() }
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
#[repr(u32)]
pub enum BodyType {
Female = 0,
Male = 1,
}
pub const ALL_BODY_TYPES: [BodyType; 2] = [BodyType::Female, BodyType::Male];

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@ -8,7 +8,7 @@ version = "0.7.0"
name = "voxygen_anim"
# Uncomment to use animation hot reloading
# Note: this breaks `cargo test`
# crate-type = ["lib", "cdylib"]
crate-type = ["lib", "cdylib"]
[features]
be-dyn-lib = []

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@ -48,14 +48,14 @@ impl Animation for AlphaAnimation {
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 18.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 18.0).sin());
let axe = (((1.0)
/ (0.05 + 0.95 * ((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 slower = (((1.0)
/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let slowax = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
match active_tool_kind {
//TODO: Inventory
@ -216,51 +216,45 @@ impl Animation for AlphaAnimation {
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
Some(ToolKind::Axe(_)) => {
next.head.position = Vec3::new(
0.0 + slowax * 2.0,
0.0 + skeleton_attr.head.0 + slowax * -2.0,
skeleton_attr.head.1,
);
next.head.orientation = Quaternion::rotation_z(slowax * 0.25)
* Quaternion::rotation_x(0.0 + slowax * 0.2)
* Quaternion::rotation_y(slowax * 0.2);
next.head.position =
Vec3::new(0.0, 0.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.2);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.position = Vec3::new(0.0, 0.0, 7.0);
next.chest.orientation = Quaternion::rotation_z(slowax * 0.2)
* Quaternion::rotation_x(0.0 + slowax * 0.2)
* Quaternion::rotation_y(slowax * 0.2);
next.chest.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
next.chest.scale = Vec3::one();
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
next.belt.orientation = next.chest.orientation * -0.2;
next.belt.orientation = Quaternion::rotation_z(0.2 + axe * -0.1);
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
next.shorts.orientation = next.chest.orientation * -0.15;
next.shorts.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
next.l_hand.position = Vec3::new(-4.0, 3.0, 2.0);
next.l_hand.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.position = Vec3::new(-2.5, 9.0, 0.0);
next.r_hand.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(-6.0, 10.0, -5.0);
next.main.orientation = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.8);
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.lantern.orientation = Quaternion::rotation_x(slowax * -0.7 + 0.4)
* Quaternion::rotation_y(slowax * 0.4);
next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
next.control.orientation = Quaternion::rotation_x(1.6)
* Quaternion::rotation_y(-2.0 + axe * 0.5)
* Quaternion::rotation_z(PI * 0.4);
next.lantern.orientation =
Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.0);
next.control.position = Vec3::new(0.0, 0.0 + slowax * 8.2, 6.0);
next.control.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.7 + slowax * -1.9);
next.control.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)

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@ -0,0 +1,132 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency = (f32, f64);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 1.0;
let slower = (((1.0)
/ (0.05
+ 0.95
* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin())
+ 1.0;
let twist = (anim_time as f32 * lab as f32 * 4.0).sin() + 0.5;
let slowersmooth = (anim_time as f32 * lab as f32 * 8.0).sin();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
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,
) / 8.0;
next.upper_torso.orientation =
Quaternion::rotation_z(twist * 1.5) * Quaternion::rotation_x(0.0);
next.upper_torso.scale = Vec3::one() / 8.0;
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(twist * -1.5) * Quaternion::rotation_x(0.0);
next.lower_torso.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(slower * 0.9);
next.shoulder_r.scale = Vec3::one();
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 1.5);
next.hand_r.scale = Vec3::one() * 1.02;
/*
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(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,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(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,
);
next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.foot_l.scale = Vec3::one();
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.foot_r.scale = Vec3::one();
*/
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one();
next
}
}

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@ -25,7 +25,7 @@ impl Animation for IdleAnimation {
let mut next = (*skeleton).clone();
let lab = 1.0;
let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let breathe = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
@ -43,7 +43,7 @@ impl Animation for IdleAnimation {
next.head.position = Vec3::new(
0.0,
skeleton_attr.head.0,
skeleton_attr.head.1 + torso * 0.2,
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);
@ -52,17 +52,25 @@ impl Animation for IdleAnimation {
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + torso * 0.5,
skeleton_attr.upper_torso.1 + breathe * 0.5,
) / 8.0;
next.upper_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.upper_torso.scale = Vec3::one() / 8.0;
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1 + breathe * -0.2,
);
next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.lower_torso.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.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
@ -70,29 +78,29 @@ impl Animation for IdleAnimation {
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.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
next.shoulder_r.scale = Vec3::one();
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + torso * 0.6,
skeleton_attr.hand.2 + breathe * 0.6,
);
next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.2);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + torso * 0.6,
skeleton_attr.hand.2 + breathe * 0.6,
);
next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.2);
next.hand_r.scale = Vec3::one() * 1.02;
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
skeleton_attr.leg.2 + breathe * -0.2,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_l.scale = Vec3::one() * 1.02;
@ -100,7 +108,7 @@ impl Animation for IdleAnimation {
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
skeleton_attr.leg.2 + breathe * -0.2,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_r.scale = Vec3::one() * 1.02;
@ -108,18 +116,18 @@ impl Animation for IdleAnimation {
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
skeleton_attr.foot.2 + breathe * -0.2,
);
next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_l.scale = Vec3::one();
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
skeleton_attr.foot.2 + breathe * -0.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.foot_r.scale = Vec3::one() / 8.0;
next.foot_r.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);

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@ -1,9 +1,12 @@
pub mod alpha;
pub mod idle;
pub mod jump;
pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
use common::comp::{self};
@ -14,6 +17,7 @@ pub type Body = comp::golem::Body;
skeleton_impls!(struct GolemSkeleton {
+ head,
+ upper_torso,
+ lower_torso,
+ shoulder_l,
+ shoulder_r,
+ hand_l,
@ -29,7 +33,7 @@ impl Skeleton for GolemSkeleton {
type Attr = SkeletonAttr;
type Body = Body;
const BONE_COUNT: usize = 10;
const BONE_COUNT: usize = 11;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"golem_compute_mats\0";
@ -40,21 +44,25 @@ impl Skeleton for GolemSkeleton {
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> Vec3<f32> {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
let foot_l_mat = base_mat * Mat4::<f32>::from(self.foot_l);
let foot_r_mat = base_mat * Mat4::<f32>::from(self.foot_r);
let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso);
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
let leg_l_mat = lower_torso_mat * Mat4::<f32>::from(self.leg_l);
let leg_r_mat = lower_torso_mat * Mat4::<f32>::from(self.leg_r);
let shoulder_l_mat = upper_torso_mat * Mat4::<f32>::from(self.shoulder_l);
let shoulder_r_mat = upper_torso_mat * Mat4::<f32>::from(self.shoulder_r);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
make_bone(upper_torso_mat * Mat4::<f32>::from(self.head)),
make_bone(upper_torso_mat),
make_bone(lower_torso_mat),
make_bone(upper_torso_mat * Mat4::<f32>::from(self.shoulder_l)),
make_bone(upper_torso_mat * Mat4::<f32>::from(self.shoulder_r)),
make_bone(upper_torso_mat * Mat4::<f32>::from(self.hand_l)),
make_bone(upper_torso_mat * Mat4::<f32>::from(self.hand_r)),
make_bone(foot_l_mat * Mat4::<f32>::from(self.leg_l)),
make_bone(foot_r_mat * Mat4::<f32>::from(self.leg_r)),
make_bone(foot_l_mat),
make_bone(foot_r_mat),
make_bone(shoulder_l_mat * Mat4::<f32>::from(self.hand_l)),
make_bone(shoulder_r_mat * Mat4::<f32>::from(self.hand_r)),
make_bone(leg_l_mat),
make_bone(leg_r_mat),
make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)),
];
Vec3::default()
}
@ -63,6 +71,7 @@ impl Skeleton for GolemSkeleton {
pub struct SkeletonAttr {
head: (f32, f32),
upper_torso: (f32, f32),
lower_torso: (f32, f32),
shoulder: (f32, f32, f32),
hand: (f32, f32, f32),
leg: (f32, f32, f32),
@ -85,6 +94,7 @@ impl Default for SkeletonAttr {
Self {
head: (0.0, 0.0),
upper_torso: (0.0, 0.0),
lower_torso: (0.0, 0.0),
shoulder: (0.0, 0.0, 0.0),
hand: (0.0, 0.0, 0.0),
leg: (0.0, 0.0, 0.0),
@ -98,22 +108,25 @@ impl<'a> From<&'a Body> for SkeletonAttr {
use comp::golem::Species::*;
Self {
head: match (body.species, body.body_type) {
(StoneGolem, _) => (0.0, 16.0),
(StoneGolem, _) => (0.0, 2.0),
},
upper_torso: match (body.species, body.body_type) {
(StoneGolem, _) => (0.0, 33.0),
(StoneGolem, _) => (0.0, 34.5),
},
lower_torso: match (body.species, body.body_type) {
(StoneGolem, _) => (0.0, -10.5),
},
shoulder: match (body.species, body.body_type) {
(StoneGolem, _) => (8.0, -0.5, 7.5),
(StoneGolem, _) => (8.0, -1.5, 4.0),
},
hand: match (body.species, body.body_type) {
(StoneGolem, _) => (9.5, -1.0, 4.5),
(StoneGolem, _) => (12.5, -1.0, -7.0),
},
leg: match (body.species, body.body_type) {
(StoneGolem, _) => (-1.0, 0.0, 9.0),
(StoneGolem, _) => (4.0, 0.0, -3.5),
},
foot: match (body.species, body.body_type) {
(StoneGolem, _) => (4.0, 0.5, 11.0),
(StoneGolem, _) => (3.5, 0.5, -9.5),
},
}
}

View File

@ -24,46 +24,68 @@ impl Animation for RunAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 10.0;
let belt = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let foothoril = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
let foothorir = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
let footvertl = (anim_time as f32 * lab as f32).sin().max(0.1);
let footvertr = (anim_time as f32 * lab as f32 + PI).sin().max(0.1);
let lab = 0.45; //.65
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)
/ (1.0 + (4.0) * ((anim_time as f32 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
/ (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 * lab as f32 + PI * 1.4).sin());
* ((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 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
/ (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 * lab as f32 + PI * 0.4).sin());
* ((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.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(belt * -0.3) * Quaternion::rotation_x(0.3);
next.head.orientation = Quaternion::rotation_z(short * -0.3) * Quaternion::rotation_x(-0.2);
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 + belt * 1.0,
skeleton_attr.upper_torso.1 + short * 1.0,
) / 8.0;
next.upper_torso.orientation =
Quaternion::rotation_z(belt * 0.40) * Quaternion::rotation_x(0.0);
Quaternion::rotation_z(short * 0.40) * Quaternion::rotation_x(0.0);
next.upper_torso.scale = Vec3::one() / 8.0;
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(shortalt * 0.60);
next.lower_torso.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(footrotl * -0.15);
next.shoulder_l.orientation = Quaternion::rotation_z(footrotl * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_x(footrotl * -0.95);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
@ -71,8 +93,9 @@ impl Animation for RunAnimation {
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * -0.15);
next.shoulder_r.orientation = Quaternion::rotation_z(footrotr * -0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_x(footrotr * -0.95);
next.shoulder_r.scale = Vec3::one();
next.hand_l.position = Vec3::new(
@ -80,8 +103,9 @@ impl Animation for RunAnimation {
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotl * -0.8);
next.hand_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -1.1)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.35 + footrotl * -1.0);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
@ -89,8 +113,9 @@ impl Animation for RunAnimation {
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotr * -0.8);
next.hand_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -1.1)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(0.35 + footrotr * 1.0);
next.hand_r.scale = Vec3::one() * 1.02;
next.leg_l.position = Vec3::new(
@ -98,7 +123,9 @@ impl Animation for RunAnimation {
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_l.orientation = Quaternion::rotation_x(footrotl * 1.5)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(footrotl * -0.5);
next.leg_l.scale = Vec3::one() * 1.02;
next.leg_r.position = Vec3::new(
@ -107,27 +134,29 @@ impl Animation for RunAnimation {
skeleton_attr.leg.2,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_r.orientation = Quaternion::rotation_x(footrotr * 1.5)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(footrotr * 0.5);
next.leg_r.scale = Vec3::one() * 1.02;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothoril * 8.0 + 3.0,
skeleton_attr.foot.2 + footvertl * 4.0,
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(footrotl * 0.7);
next.foot_l.scale = Vec3::one() / 8.0 * 0.98;
skeleton_attr.foot.1 + foothoril * 13.0,
skeleton_attr.foot.2 - 3.0 + (footvertl * 15.0).max(-2.0),
);
next.foot_l.orientation = Quaternion::rotation_x(footrotl * 1.8);
next.foot_l.scale = Vec3::one() * 0.98;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothorir * 8.0 + 3.0,
skeleton_attr.foot.2 + footvertr * 4.0,
) / 8.0;
skeleton_attr.foot.1 + foothorir * 13.0,
skeleton_attr.foot.2 - 3.0 + (footvertr * 15.0).max(-2.0),
);
next.foot_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 0.7);
next.foot_r.scale = Vec3::one() / 8.0 * 0.98;
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 1.8);
next.foot_r.scale = Vec3::one() * 0.98;
next.torso.position = Vec3::new(0.0, 0.0, belt * 0.15);
next.torso.position = Vec3::new(0.0, 0.0, short * 0.15);
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one();
next

View File

@ -254,7 +254,6 @@ where
manifest_indicator,
}
}
/// NOTE: Intended for render time (useful with systems like wgpu that
/// expect data used by the rendering pipelines to be stable throughout
/// the render pass).
@ -284,12 +283,6 @@ where
}),
};
if let Some(((FigureModelEntryFuture::Done(model), _), _)) = self.models.get(&key) {
Some(model)
} else {
None
}
}
pub fn get_or_create_model<'c>(
&'c mut self,

View File

@ -2777,6 +2777,7 @@ struct GolemCenterSpec(HashMap<(GSpecies, GBodyType), SidedGCenterVoxSpec>);
struct SidedGCenterVoxSpec {
head: GolemCenterSubSpec,
torso_upper: GolemCenterSubSpec,
torso_lower: GolemCenterSubSpec,
}
#[derive(Deserialize)]
struct GolemCenterSubSpec {
@ -2894,6 +2895,27 @@ impl GolemCenterSpec {
(center, Vec3::from(spec.torso_upper.offset))
}
pub fn mesh_torso_lower(
&self,
species: GSpecies,
body_type: GBodyType,
generate_mesh: impl FnOnce(Segment, Vec3<f32>) -> BoneMeshes,
) -> BoneMeshes {
let spec = match self.0.get(&(species, body_type)) {
Some(spec) => spec,
None => {
error!(
"No torso lower 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.torso_lower.center.0);
generate_mesh(center, Vec3::from(spec.torso_lower.offset))
}
}
impl GolemLateralSpec {
fn mesh_shoulder_l(&self, species: GSpecies, body_type: GBodyType) -> BoneMeshes {

View File

@ -2053,7 +2053,6 @@ impl FigureMgr {
skeleton_attr,
),
// TODO!
_ => anim::golem::IdleAnimation::update_skeleton(
&GolemSkeleton::default(),
time,
@ -2062,8 +2061,21 @@ impl FigureMgr {
skeleton_attr,
),
};
let target_bones = match &character {
CharacterState::BasicMelee(_) => {
anim::golem::AlphaAnimation::update_skeleton(
&target_base,
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_bones, dt);
state.update(
renderer,
pos.0,