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golem addition, fix for axe attack
This commit is contained in:
parent
4e07258319
commit
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73
common/src/comp/body/theropod.rs
Normal file
73
common/src/comp/body/theropod.rs
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@ -0,0 +1,73 @@
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use rand::{seq::SliceRandom, thread_rng};
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use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct Body {
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pub species: Species,
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pub body_type: BodyType,
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}
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impl Body {
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pub fn random() -> Self {
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let mut rng = thread_rng();
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let species = *(&ALL_SPECIES).choose(&mut rng).unwrap();
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Self::random_with(&mut rng, &species)
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}
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#[inline]
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pub fn random_with(rng: &mut impl rand::Rng, &species: &Species) -> Self {
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let body_type = *(&ALL_BODY_TYPES).choose(rng).unwrap();
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Self { species, body_type }
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}
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}
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impl From<Body> for super::Body {
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fn from(body: Body) -> Self { super::Body::Critter(body) }
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Species {
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Archaeos = 0,
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Odontotyrannos = 1,
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}
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/// Data representing per-species generic data.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct AllSpecies<SpeciesMeta> {
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pub archaeos: SpeciesMeta,
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pub odontotyrannos: SpeciesMeta,
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}
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impl<'a, SpeciesMeta> core::ops::Index<&'a Species> for AllSpecies<SpeciesMeta> {
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type Output = SpeciesMeta;
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#[inline]
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fn index(&self, &index: &'a Species) -> &Self::Output {
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match index {
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Species::Archaeos => &self.archaeos,
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Species::Odontotyrannos => &self.odontotyrannos,
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}
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}
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}
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pub const ALL_SPECIES: [Species; 2] = [
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Species::Archaeos,
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Species::Odontotyrannos,
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];
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impl<'a, SpeciesMeta: 'a> IntoIterator for &'a AllSpecies<SpeciesMeta> {
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type IntoIter = std::iter::Copied<std::slice::Iter<'static, Self::Item>>;
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type Item = Species;
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fn into_iter(self) -> Self::IntoIter { ALL_SPECIES.iter().copied() }
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum BodyType {
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Female = 0,
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Male = 1,
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}
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pub const ALL_BODY_TYPES: [BodyType; 2] = [BodyType::Female, BodyType::Male];
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@ -8,7 +8,7 @@ version = "0.7.0"
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name = "voxygen_anim"
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# Uncomment to use animation hot reloading
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# Note: this breaks `cargo test`
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# crate-type = ["lib", "cdylib"]
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crate-type = ["lib", "cdylib"]
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[features]
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be-dyn-lib = []
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@ -48,14 +48,14 @@ impl Animation for AlphaAnimation {
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/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 18.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 18.0).sin());
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let axe = (((1.0)
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/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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let slower = (((1.0)
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/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let slowax = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
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match active_tool_kind {
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//TODO: Inventory
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@ -216,51 +216,45 @@ impl Animation for AlphaAnimation {
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Axe(_)) => {
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next.head.position = Vec3::new(
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0.0 + slowax * 2.0,
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0.0 + skeleton_attr.head.0 + slowax * -2.0,
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(slowax * 0.25)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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* Quaternion::rotation_y(slowax * 0.2);
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next.head.position =
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Vec3::new(0.0, 0.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.2);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(slowax * 0.2)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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* Quaternion::rotation_y(slowax * 0.2);
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next.chest.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = next.chest.orientation * -0.2;
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next.belt.orientation = Quaternion::rotation_z(0.2 + axe * -0.1);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = next.chest.orientation * -0.15;
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next.shorts.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
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next.l_hand.position = Vec3::new(-4.0, 3.0, 2.0);
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next.l_hand.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(-2.5, 9.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(-6.0, 10.0, -5.0);
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next.main.orientation = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.8);
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.lantern.orientation = Quaternion::rotation_x(slowax * -0.7 + 0.4)
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* Quaternion::rotation_y(slowax * 0.4);
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next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
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next.control.orientation = Quaternion::rotation_x(1.6)
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* Quaternion::rotation_y(-2.0 + axe * 0.5)
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* Quaternion::rotation_z(PI * 0.4);
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next.lantern.orientation =
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Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.0);
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next.control.position = Vec3::new(0.0, 0.0 + slowax * 8.2, 6.0);
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next.control.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.7 + slowax * -1.9);
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next.control.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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132
voxygen/src/anim/src/golem/alpha.rs
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132
voxygen/src/anim/src/golem/alpha.rs
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@ -0,0 +1,132 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use std::f32::consts::PI;
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pub struct AlphaAnimation;
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impl Animation for AlphaAnimation {
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type Dependency = (f32, f64);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
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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 = 1.0;
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let slower = (((1.0)
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/ (0.05
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+ 0.95
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin())
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+ 1.0;
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let twist = (anim_time as f32 * lab as f32 * 4.0).sin() + 0.5;
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let slowersmooth = (anim_time as f32 * lab as f32 * 8.0).sin();
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.position = Vec3::new(
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1,
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) / 8.0;
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next.upper_torso.orientation =
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Quaternion::rotation_z(twist * 1.5) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 8.0;
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next.lower_torso.position = Vec3::new(
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0.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1,
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);
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next.lower_torso.orientation =
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Quaternion::rotation_z(twist * -1.5) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
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next.shoulder_l.position = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.position = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.9);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.position = 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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);
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next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.position = 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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);
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next.hand_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 1.5);
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next.hand_r.scale = Vec3::one() * 1.02;
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/*
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next.leg_l.position = Vec3::new(
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-skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_l.scale = Vec3::one() * 1.02;
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next.leg_r.position = Vec3::new(
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skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_r.scale = Vec3::one() * 1.02;
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_l.scale = Vec3::one();
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_r.scale = Vec3::one();
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*/
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one();
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next
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}
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}
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@ -25,7 +25,7 @@ impl Animation for IdleAnimation {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
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let breathe = (anim_time as f32 * lab as f32 + 1.5 * 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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@ -43,7 +43,7 @@ impl Animation for IdleAnimation {
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next.head.position = Vec3::new(
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0.0,
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skeleton_attr.head.0,
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skeleton_attr.head.1 + torso * 0.2,
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skeleton_attr.head.1 + breathe * 0.2,
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) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
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@ -52,17 +52,25 @@ impl Animation for IdleAnimation {
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next.upper_torso.position = Vec3::new(
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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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skeleton_attr.upper_torso.1 + breathe * 0.5,
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) / 8.0;
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next.upper_torso.orientation = 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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next.lower_torso.position = Vec3::new(
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0.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1 + breathe * -0.2,
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);
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next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
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next.shoulder_l.position = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.position = Vec3::new(
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@ -70,29 +78,29 @@ impl Animation for IdleAnimation {
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.position = 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 + torso * 0.6,
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skeleton_attr.hand.2 + breathe * 0.6,
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);
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next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.2);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.position = Vec3::new(
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skeleton_attr.hand.0,
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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);
|
||||
|
@ -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),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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 {
|
||||
|
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user