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https://gitlab.com/veloren/veloren.git
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Add bipedlarge spin and beta anims
This commit is contained in:
parent
94cbe3faf4
commit
c1c2c9dc07
@ -2,12 +2,22 @@ use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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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 Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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f64,
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -16,7 +26,7 @@ impl Animation for AlphaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_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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(active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): 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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242
voxygen/src/anim/src/biped_large/beta.rs
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242
voxygen/src/anim/src/biped_large/beta.rs
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@ -0,0 +1,242 @@
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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pub struct BetaAnimation;
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impl Animation for BetaAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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f64,
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_beta\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, _velocity, _global_time, stage_section): 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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let fast = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 28.0).sin());
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let footquick = (((5.0)
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/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let slow = (((5.0)
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/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let recover = (anim_time as f32 * 8.0).sin();
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let movement = anim_time as f32 * 1.0;
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let stab = (anim_time as f32 * 2.5).sin();
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(
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-8.0 + movement * -5.0,
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1.0 - recover * 0.8 + movement * 2.0,
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2.0 - recover * 0.4,
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);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(0.0 + movement * 1.5)
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* Quaternion::rotation_z(1.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.4 + movement * 1.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-0.1 + movement * -1.1);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position =
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Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(1.5 + stab * 0.5)
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* Quaternion::rotation_z(1.0 + stab * 1.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.9 + stab * -0.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-1.2 + stab * -0.5);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(2.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.4 + movement * 1.0);
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next.head.orientation =
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Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
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},
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_ => {},
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}
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}
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}
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match active_tool_kind {
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Some(ToolKind::Hammer(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * 1.01;
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next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.27);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3)
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* Quaternion::rotation_y(footquick * -0.6);
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next.foot_r.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3)
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* Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
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next.torso.scale = Vec3::one() / 11.0 * 1.01;
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},
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Some(ToolKind::Axe(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * 1.01;
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next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.27);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3)
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* Quaternion::rotation_y(footquick * -0.6);
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next.foot_r.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3)
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* Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
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next.torso.scale = Vec3::one() / 11.0 * 1.01;
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},
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_ => {},
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}
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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_x(0.0);
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next.shoulder_l.scale = Vec3::one() * 1.1;
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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 = Quaternion::rotation_x(0.0);
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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) {
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(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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next
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}
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}
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285
voxygen/src/anim/src/biped_large/dash.rs
Normal file
285
voxygen/src/anim/src/biped_large/dash.rs
Normal file
@ -0,0 +1,285 @@
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct Input {
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pub attack: bool,
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}
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pub struct DashAnimation;
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impl Animation for DashAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f64,
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_dash\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_dash")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, _global_time, stage_section): 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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 5.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 5.0).sin());
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let foothoril = (anim_time as f32 * 5.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 5.0 * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 5.0 * lab as f32).sin();
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let footvertr = (anim_time as f32 * 5.0 * lab as f32 + PI).sin();
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let footrotl = (((1.0)
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/ (0.05
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+ (0.95)
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.05
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+ (0.95)
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 5.0 + PI / 2.0).sin();
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let movement = (anim_time as f32 * 1.0).min(1.0);
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.1);
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next.control.position = Vec3::new(-7.0 + movement * -5.0, 7.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(movement * -1.0)
|
||||
* Quaternion::rotation_y(movement * 1.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * -12.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * -1.0);
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
},
|
||||
StageSection::Charge => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + movement * 1.0,
|
||||
);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement * -0.3)
|
||||
* Quaternion::rotation_z(-0.9 + movement * -0.2 + short * -0.05);
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + 2.0 + shortalt * -2.5,
|
||||
);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement * -0.4)
|
||||
* Quaternion::rotation_y(movement * -0.2)
|
||||
* Quaternion::rotation_z(1.1);
|
||||
|
||||
next.control.position =
|
||||
Vec3::new(-13.0, 7.0 + movement * -2.0, 2.0 + movement * 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0) * Quaternion::rotation_y(1.5);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.25);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
2.0 - skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothoril * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotl * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
2.0 + skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotr * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.head.orientation = Quaternion::rotation_y(0.2 + movement * -0.2)
|
||||
* Quaternion::rotation_z(-1.1 + movement * 1.8);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_y(-0.2 + movement * 0.3)
|
||||
* Quaternion::rotation_z(1.1 + movement * -2.2);
|
||||
|
||||
next.control.position = Vec3::new(-13.0 + movement * -2.0, 5.0, 4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0 + movement * -0.5)
|
||||
* Quaternion::rotation_y(1.5 + movement * -2.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
StageSection::Recover => {
|
||||
next.head.orientation = Quaternion::rotation_z(0.7);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(-1.1);
|
||||
|
||||
next.control.position = Vec3::new(-15.0, 5.0, 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
}
|
||||
}
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0, 3.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(5.4, -1.0, skeleton_attr.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match second_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
|
||||
next.second.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.second.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.foot_l.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(5.4, -1.0, skeleton_attr.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
) {
|
||||
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -194,6 +194,8 @@ impl Animation for IdleAnimation {
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -1,15 +1,18 @@
|
||||
pub mod alpha;
|
||||
pub mod beta;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
pub mod run;
|
||||
pub mod wield;
|
||||
pub mod shoot;
|
||||
pub mod charge;
|
||||
pub mod dash;
|
||||
pub mod spin;
|
||||
|
||||
// Reexports
|
||||
pub use self::{
|
||||
alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
|
||||
wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation,
|
||||
alpha::AlphaAnimation, beta::BetaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
|
||||
wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation, dash::DashAnimation, spin::SpinAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||
|
@ -92,6 +92,8 @@ impl Animation for ShootAnimation {
|
||||
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.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
|
199
voxygen/src/anim/src/biped_large/spin.rs
Normal file
199
voxygen/src/anim/src/biped_large/spin.rs
Normal file
@ -0,0 +1,199 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct Input {
|
||||
pub attack: bool,
|
||||
}
|
||||
pub struct SpinAnimation;
|
||||
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
f64,
|
||||
Option<StageSection>,
|
||||
);
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_spin\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spin")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, second_tool_kind, _global_time, stage_section): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 1.0;
|
||||
|
||||
let foot = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 10.32).sin());
|
||||
|
||||
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
|
||||
|
||||
let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
|
||||
let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
|
||||
|
||||
let build = (anim_time as f32 * 8.0).sin();
|
||||
let recover = (anim_time as f32 * 8.0).sin();
|
||||
|
||||
let movement = anim_time as f32 * 1.0;
|
||||
let stab = (anim_time as f32 * 8.0).sin();
|
||||
let rotate = (anim_time as f32 * 1.0).sin();
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
if let Some(ToolKind::Sword(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
//println!("{:.3} build", anim_time);
|
||||
next.control.position =
|
||||
Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-0.57 + movement * 2.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(-1.07 + movement * -0.6);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(1.07 + movement * 0.4);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
//println!("{:.3} swing", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
7.0 + movement * -8.0,
|
||||
11.0 + stab * 3.0,
|
||||
2.0 + stab * 3.5 + movement * 3.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.57 + movement * -0.6 + stab * -0.25)
|
||||
* Quaternion::rotation_y(2.8 + movement * -2.0)
|
||||
* Quaternion::rotation_z(1.0 + movement * 1.0);
|
||||
next.head.orientation = Quaternion::rotation_z(-stab * 0.8);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(stab * 0.15)
|
||||
* Quaternion::rotation_y(movement * 0.3)
|
||||
* Quaternion::rotation_z(movement * 1.5);
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(rotate * 1.5);
|
||||
next.torso.orientation = Quaternion::rotation_z(rotate * 7.2);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
-8.0,
|
||||
11.0 - recover * 0.8 + movement * -10.0,
|
||||
6.0 - recover * 0.4 + movement * -4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * -0.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
// println!("{:?}", stage_progress),
|
||||
|
||||
if let Some(ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind
|
||||
{
|
||||
//INTENTION: SWORD
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.2 + spin * -2.0)
|
||||
* Quaternion::rotation_z(1.4 + spin * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0 + spin * -0.8,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(spin * -0.25)
|
||||
* Quaternion::rotation_x(0.0 + spin * -0.1)
|
||||
* Quaternion::rotation_y(spin * -0.2);
|
||||
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(spin * 0.1)
|
||||
* Quaternion::rotation_x(0.0 + spin * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.2);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.lower_torso.scale = Vec3::one();
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
|
||||
next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3))
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * 1.01;
|
||||
|
||||
next.foot_l.position =
|
||||
Vec3::new(-skeleton_attr.foot.0, foot * 1.0, skeleton_attr.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2);
|
||||
next.foot_l.scale = Vec3::one();
|
||||
|
||||
next.foot_r.position =
|
||||
Vec3::new(skeleton_attr.foot.0, foot * -1.0, skeleton_attr.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
|
||||
next.foot_r.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.shoulder_r.position = Vec3::new(5.0, 0.0, 4.7);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
||||
next.shoulder_r.scale = Vec3::one() * 1.1;
|
||||
|
||||
}
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
) {
|
||||
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -2735,7 +2735,7 @@ make_vox_spec!(
|
||||
body.species,
|
||||
body.body_type,
|
||||
)),
|
||||
None,
|
||||
Some(mesh_hold()),
|
||||
]
|
||||
},
|
||||
);
|
||||
|
@ -2259,7 +2259,13 @@ impl FigureMgr {
|
||||
CharacterState::BasicMelee(_) => {
|
||||
anim::biped_large::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(vel.0.magnitude(), time),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
None,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -2317,6 +2323,100 @@ impl FigureMgr {
|
||||
)
|
||||
}
|
||||
},
|
||||
CharacterState::DashMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Charge => {
|
||||
stage_time / s.static_data.charge_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
};
|
||||
anim::biped_large::DashAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ComboMelee(s) => {
|
||||
let stage_index = (s.stage - 1) as usize;
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.stage_data[stage_index]
|
||||
.base_buildup_duration
|
||||
.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time
|
||||
/ s.static_data.stage_data[stage_index]
|
||||
.base_swing_duration
|
||||
.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.stage_data[stage_index]
|
||||
.base_recover_duration
|
||||
.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
match s.stage {
|
||||
1 => anim::biped_large::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
2 => anim::biped_large::SpinAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
_ => anim::biped_large::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
}
|
||||
},
|
||||
// TODO!
|
||||
_ => target_base,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user