diff --git a/voxygen/src/anim/src/biped_large/alpha.rs b/voxygen/src/anim/src/biped_large/alpha.rs index 7ed3c6fe8c..85dc9f05c1 100644 --- a/voxygen/src/anim/src/biped_large/alpha.rs +++ b/voxygen/src/anim/src/biped_large/alpha.rs @@ -2,12 +2,22 @@ use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; +use common::{ + comp::item::{Hands, ToolKind}, + states::utils::StageSection, +}; use std::f32::consts::PI; pub struct AlphaAnimation; impl Animation for AlphaAnimation { - type Dependency = (f32, f64); + type Dependency = ( + Option, + Option, + f32, + f64, + Option, + ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] @@ -16,7 +26,7 @@ impl Animation for AlphaAnimation { #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_alpha")] fn update_skeleton_inner( skeleton: &Self::Skeleton, - (velocity, _global_time): Self::Dependency, + (active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, diff --git a/voxygen/src/anim/src/biped_large/beta.rs b/voxygen/src/anim/src/biped_large/beta.rs new file mode 100644 index 0000000000..da1e1afbab --- /dev/null +++ b/voxygen/src/anim/src/biped_large/beta.rs @@ -0,0 +1,242 @@ +use super::{ + super::{vek::*, Animation}, + BipedLargeSkeleton, SkeletonAttr, +}; +use common::{ + comp::item::{Hands, ToolKind}, + states::utils::StageSection, +}; + +pub struct BetaAnimation; + +impl Animation for BetaAnimation { + type Dependency = ( + Option, + Option, + f32, + f64, + Option, + ); + type Skeleton = BipedLargeSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"biped_large_beta\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")] + fn update_skeleton_inner( + skeleton: &Self::Skeleton, + (active_tool_kind, second_tool_kind, _velocity, _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 fast = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 28.0).sin()); + let footquick = (((5.0) + / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 14.0).sin()); + let foot = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 14.0).sin()); + let slow = (((5.0) + / (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 14.0).sin()); + + let recover = (anim_time as f32 * 8.0).sin(); + + let movement = anim_time as f32 * 1.0; + let stab = (anim_time as f32 * 2.5).sin(); + + 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); + + next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1); + + if let Some(stage_section) = stage_section { + match stage_section { + StageSection::Buildup => { + //println!("{:.3} recover", anim_time); + next.control.position = Vec3::new( + -8.0 + movement * -5.0, + 1.0 - recover * 0.8 + movement * 2.0, + 2.0 - recover * 0.4, + ); + next.control.orientation = Quaternion::rotation_x(-1.57) + * Quaternion::rotation_y(0.0 + movement * 1.5) + * Quaternion::rotation_z(1.0); + next.upper_torso.orientation = Quaternion::rotation_y(-0.1) + * Quaternion::rotation_z(0.4 + movement * 1.5); + next.head.orientation = Quaternion::rotation_y(0.1) + * Quaternion::rotation_z(-0.1 + movement * -1.1); + }, + StageSection::Swing => { + //println!("{:.3} swing", anim_time); + next.control.position = + Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0); + next.control.orientation = Quaternion::rotation_x(-1.57) + * Quaternion::rotation_y(1.5 + stab * 0.5) + * Quaternion::rotation_z(1.0 + stab * 1.0); + next.upper_torso.orientation = Quaternion::rotation_y(-0.1) + * Quaternion::rotation_z(1.9 + stab * -0.5); + next.head.orientation = Quaternion::rotation_y(0.1) + * Quaternion::rotation_z(-1.2 + stab * -0.5); + }, + StageSection::Recover => { + next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0); + next.control.orientation = Quaternion::rotation_x(-1.57) + * Quaternion::rotation_y(2.0) + * Quaternion::rotation_z(2.0); + next.upper_torso.orientation = Quaternion::rotation_y(-0.1) + * Quaternion::rotation_z(1.4 + movement * 1.0); + next.head.orientation = + Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5); + }, + _ => {}, + } + } + } + + match active_tool_kind { + Some(ToolKind::Hammer(_)) => { + next.head.position = + Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); + next.head.orientation = Quaternion::rotation_z(slow * -0.18) + * Quaternion::rotation_x(-0.1 + slow * -0.28) + * Quaternion::rotation_y(0.2 + slow * 0.18); + next.head.scale = Vec3::one() * 1.01; + + next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0); + next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2) + * Quaternion::rotation_x(slow * 0.2) + * Quaternion::rotation_y(slow * -0.1); + + next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0); + next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1) + * Quaternion::rotation_x(slow * 0.1) + * Quaternion::rotation_y(slow * -0.05); + + 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.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0); + next.control.orientation = Quaternion::rotation_x(-1.4) + * Quaternion::rotation_y(slow * 2.0 + 0.7) + * Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6); + next.control.scale = Vec3::one(); + next.foot_l.position = Vec3::new( + -skeleton_attr.foot.0, + footquick * -9.5, + skeleton_attr.foot.2, + ); + next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3) + * Quaternion::rotation_y(footquick * -0.6); + + next.foot_r.position = + Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2); + next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3) + * Quaternion::rotation_y(footquick * 0.2); + next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01; + next.torso.scale = Vec3::one() / 11.0 * 1.01; + }, + Some(ToolKind::Axe(_)) => { + next.head.position = + Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); + next.head.orientation = Quaternion::rotation_z(slow * -0.18) + * Quaternion::rotation_x(-0.1 + slow * -0.28) + * Quaternion::rotation_y(0.2 + slow * 0.18); + next.head.scale = Vec3::one() * 1.01; + + next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0); + next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2) + * Quaternion::rotation_x(slow * 0.2) + * Quaternion::rotation_y(slow * -0.1); + + next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0); + next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1) + * Quaternion::rotation_x(slow * 0.1) + * Quaternion::rotation_y(slow * -0.05); + + 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.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0); + next.control.orientation = Quaternion::rotation_x(-1.4) + * Quaternion::rotation_y(slow * 2.0 + 0.7) + * Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6); + next.control.scale = Vec3::one(); + next.foot_l.position = Vec3::new( + -skeleton_attr.foot.0, + footquick * -9.5, + skeleton_attr.foot.2, + ); + next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3) + * Quaternion::rotation_y(footquick * -0.6); + + next.foot_r.position = + Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2); + next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3) + * Quaternion::rotation_y(footquick * 0.2); + next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01; + next.torso.scale = Vec3::one() / 11.0 * 1.01; + }, + _ => {}, + } + + next.shoulder_l.position = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.shoulder_l.orientation = Quaternion::rotation_x(0.0); + next.shoulder_l.scale = Vec3::one() * 1.1; + + next.shoulder_r.position = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + 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 + } +} diff --git a/voxygen/src/anim/src/biped_large/dash.rs b/voxygen/src/anim/src/biped_large/dash.rs new file mode 100644 index 0000000000..98b7157c80 --- /dev/null +++ b/voxygen/src/anim/src/biped_large/dash.rs @@ -0,0 +1,285 @@ +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 DashAnimation; + +impl Animation for DashAnimation { + type Dependency = ( + Option, + Option, + f64, + Option, + ); + type Skeleton = BipedLargeSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"biped_large_dash\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_dash")] + #[allow(clippy::single_match)] // TODO: Pending review in #587 + 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 slow = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 12.4).sin()); + + let short = (((5.0) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 5.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 5.0).sin()); + let foothoril = (anim_time as f32 * 5.0 * lab as f32 + PI * 1.45).sin(); + let foothorir = (anim_time as f32 * 5.0 * lab as f32 + PI * (0.45)).sin(); + + let footvertl = (anim_time as f32 * 5.0 * lab as f32).sin(); + let footvertr = (anim_time as f32 * 5.0 * lab as f32 + PI).sin(); + + let footrotl = (((1.0) + / (0.05 + + (0.95) + * ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()); + + let footrotr = (((1.0) + / (0.05 + + (0.95) + * ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()); + + let shortalt = (anim_time as f32 * lab as f32 * 5.0 + PI / 2.0).sin(); + + let movement = (anim_time as f32 * 1.0).min(1.0); + + next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); + + 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); + + match active_tool_kind { + //TODO: Inventory + Some(ToolKind::Sword(_)) => { + if let Some(stage_section) = stage_section { + match stage_section { + StageSection::Buildup => { + next.head.orientation = Quaternion::rotation_z(movement * -0.9); + + next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.1); + + next.control.position = Vec3::new(-7.0 + movement * -5.0, 7.0, 2.0); + 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 + } +} diff --git a/voxygen/src/anim/src/biped_large/idle.rs b/voxygen/src/anim/src/biped_large/idle.rs index c6e2ee3f6e..7fe3192b6c 100644 --- a/voxygen/src/anim/src/biped_large/idle.rs +++ b/voxygen/src/anim/src/biped_large/idle.rs @@ -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 } } diff --git a/voxygen/src/anim/src/biped_large/mod.rs b/voxygen/src/anim/src/biped_large/mod.rs index 695af3e528..b3f7772713 100644 --- a/voxygen/src/anim/src/biped_large/mod.rs +++ b/voxygen/src/anim/src/biped_large/mod.rs @@ -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}; diff --git a/voxygen/src/anim/src/biped_large/shoot.rs b/voxygen/src/anim/src/biped_large/shoot.rs index 72ff29a36d..c25edfb31d 100644 --- a/voxygen/src/anim/src/biped_large/shoot.rs +++ b/voxygen/src/anim/src/biped_large/shoot.rs @@ -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, diff --git a/voxygen/src/anim/src/biped_large/spin.rs b/voxygen/src/anim/src/biped_large/spin.rs new file mode 100644 index 0000000000..ff0b469dc8 --- /dev/null +++ b/voxygen/src/anim/src/biped_large/spin.rs @@ -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, + Option, + f64, + Option, + ); + 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 + } +} diff --git a/voxygen/src/scene/figure/load.rs b/voxygen/src/scene/figure/load.rs index 32c3c997d4..5c72e64db1 100644 --- a/voxygen/src/scene/figure/load.rs +++ b/voxygen/src/scene/figure/load.rs @@ -2735,7 +2735,7 @@ make_vox_spec!( body.species, body.body_type, )), - None, + Some(mesh_hold()), ] }, ); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index c5b0f9dc99..7c2cf86334 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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, };