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anims
This commit is contained in:
parent
257c670aaf
commit
c886accaf1
@ -11,7 +11,7 @@ ChargedMelee(
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max_angle: 45.0,
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max_angle: 45.0,
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speed: 1.0,
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speed: 1.0,
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charge_duration: 2.0,
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charge_duration: 2.0,
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swing_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.8,
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hit_timing: 0.8,
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recover_duration: 0.5,
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recover_duration: 0.5,
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)
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)
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@ -1,7 +1,7 @@
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BasicMelee(
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BasicMelee(
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energy_cost: 0,
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energy_cost: 0,
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buildup_duration: 0.3,
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buildup_duration: 0.3,
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swing_duration: 0.2,
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swing_duration: 0.1,
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recover_duration: 0.6,
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recover_duration: 0.6,
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base_damage: 250.0,
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base_damage: 250.0,
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base_poise_damage: 60.0,
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base_poise_damage: 60.0,
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@ -1,6 +1,6 @@
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SelfBuff(
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SelfBuff(
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buildup_duration: 0.5,
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buildup_duration: 0.25,
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cast_duration: 0.25,
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cast_duration: 0.8,
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recover_duration: 0.25,
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recover_duration: 0.25,
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buff_kind: Frenzied,
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buff_kind: Frenzied,
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buff_strength: 0.5,
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buff_strength: 0.5,
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@ -1043,7 +1043,7 @@
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color: None
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color: None
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),
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),
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"common.items.npc_weapons.axe.minotaur_axe": (
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"common.items.npc_weapons.axe.minotaur_axe": (
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vox_spec: ("weapon.axe.2haxe_minotaur", (-2.5, -9.0, -6.0)),
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vox_spec: ("weapon.axe.2haxe_minotaur", (-2.5, -9.0, -8.0)),
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color: None
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color: None
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),
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),
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"common.items.npc_weapons.hammer.yeti_hammer": (
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"common.items.npc_weapons.hammer.yeti_hammer": (
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BIN
assets/voxygen/voxel/weapon/axe/2haxe_minotaur.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe/2haxe_minotaur.vox
(Stored with Git LFS)
Binary file not shown.
@ -644,10 +644,7 @@ impl CharacterAbility {
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0
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0
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}
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}
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},
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},
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Boost { .. }
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Boost { .. } | ComboMelee { .. } | Blink { .. } | BasicSummon { .. } => 0,
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| ComboMelee { .. }
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| Blink { .. }
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| BasicSummon { .. } => 0,
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}
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}
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}
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}
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@ -63,7 +63,8 @@ impl Animation for AlphaAnimation {
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let pullback = 1.0 - move3;
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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let move2 = move2base * pullback;
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_l.position = Vec3::new(
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.1,
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@ -79,7 +80,6 @@ impl Animation for AlphaAnimation {
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);
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);
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next.shoulder_r.orientation =
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
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Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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@ -231,6 +231,38 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
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* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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},
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},
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"Minotaur" => {
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
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next.weapon_l.position = Vec3::new(
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-12.0 + move1 * -9.0 + move2 * 16.0,
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-6.0 + move2 * 8.0,
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-18.0 + move1 * 8.0 + move2 * -4.0,
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);
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next.weapon_r.position = Vec3::new(
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12.0 + move1 * 9.0 + move2 * -16.0,
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-6.0 + move2 * 8.0,
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-18.0 + move1 * 8.0 + move2 * -8.0,
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);
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next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
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* Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
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* Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
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next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
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* Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
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next.control_l.orientation = Quaternion::rotation_x(1.57 + move2 * 1.0);
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next.control_r.orientation = Quaternion::rotation_x(1.57 + move2 * 1.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
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next.head.orientation =
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Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
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},
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_ => {},
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_ => {},
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}
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}
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}
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}
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159
voxygen/anim/src/biped_large/chargemelee.rs
Normal file
159
voxygen/anim/src/biped_large/chargemelee.rs
Normal file
@ -0,0 +1,159 @@
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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::tool::{AbilitySpec, 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 ChargeMeleeAnimation;
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impl Animation for ChargeMeleeAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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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_chargemelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_chargemelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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(active_tool_kind, active_tool_spec),
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_second_tool,
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velocity,
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_global_time,
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stage_section,
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acc_vel,
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): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &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 speed = Vec2::<f32>::from(velocity).magnitude();
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let lab: f32 = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 0.4).sin());
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let (move1base, move2base, movement3, tension) = match stage_section {
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Some(StageSection::Charge) => (
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(anim_time.powf(0.25)).min(1.0),
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0.0,
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0.0,
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(anim_time * 100.0).sin(),
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),
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Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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#[allow(clippy::single_match)]
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match active_tool_kind {
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Some(ToolKind::Natural) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Minotaur" => {
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9);
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next.head.orientation =
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Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5);
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
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next.weapon_l.position = Vec3::new(
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-12.0 + move2 * 5.0,
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-6.0 + move1 * 22.0 + move2 * 8.0,
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-18.0 + move1 * 16.0 + move2 * -19.0,
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);
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next.weapon_r.position = Vec3::new(
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12.0 + move2 * -5.0,
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-6.0 + move1 * 22.0 + move2 * 8.0,
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-18.0 + move1 * 14.0 + move2 * -19.0,
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);
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next.torso.position = Vec3::new(0.0, move2 * 1.5, 0.0);
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|
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next.weapon_l.orientation =
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Quaternion::rotation_x(
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-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3,
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) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
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next.weapon_r.orientation = Quaternion::rotation_x(
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-1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7,
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) * Quaternion::rotation_y(
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move1 * -0.3 + move2 * -0.5,
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) * Quaternion::rotation_z(0.0);
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|
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next.control_l.orientation =
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Quaternion::rotation_x(1.57 + move1 * 0.2 + move2 * 0.1);
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next.control_r.orientation =
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Quaternion::rotation_x(1.57 + move1 * 0.4 + move2 * -0.4);
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|
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next.control.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.0);
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|
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next.shoulder_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.0);
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|
},
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|
_ => {},
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|
}
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|
}
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|
},
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|
_ => {},
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|
}
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|
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|
next
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|
}
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|
}
|
@ -2,15 +2,19 @@ use super::{
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super::{vek::*, Animation},
|
super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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BipedLargeSkeleton, SkeletonAttr,
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};
|
};
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use common::{comp::item::ToolKind, states::utils::StageSection};
|
use common::{
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|
comp::item::tool::{AbilitySpec, ToolKind},
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|
states::utils::StageSection,
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|
};
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use std::f32::consts::PI;
|
use std::f32::consts::PI;
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|
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pub struct DashAnimation;
|
pub struct DashAnimation;
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|
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impl Animation for DashAnimation {
|
impl Animation for DashAnimation {
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|
#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
|
type Dependency<'a> = (
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Option<ToolKind>,
|
(Option<ToolKind>, Option<&'a AbilitySpec>),
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Option<ToolKind>,
|
(Option<ToolKind>, Option<&'a AbilitySpec>),
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Vec3<f32>,
|
Vec3<f32>,
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f32,
|
f32,
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Option<StageSection>,
|
Option<StageSection>,
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@ -25,7 +29,14 @@ impl Animation for DashAnimation {
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#[allow(clippy::single_match)] // TODO: Pending review in #587
|
#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
|
fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
|
skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency<'a>,
|
(
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|
(active_tool_kind, active_tool_spec),
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|
_second_tool,
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|
velocity,
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|
_global_time,
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|
stage_section,
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|
acc_vel,
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|
): Self::Dependency<'a>,
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anim_time: f32,
|
anim_time: f32,
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rate: &mut f32,
|
rate: &mut f32,
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s_a: &SkeletonAttr,
|
s_a: &SkeletonAttr,
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@ -49,7 +60,8 @@ impl Animation for DashAnimation {
|
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|
|
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next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
||||||
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
||||||
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.second.orientation = Quaternion::rotation_x(0.0);
|
||||||
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||||
let (move1base, move2base, move3base, move4) = match stage_section {
|
let (move1base, move2base, move3base, move4) = match stage_section {
|
||||||
@ -136,6 +148,51 @@ impl Animation for DashAnimation {
|
|||||||
* Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
|
* Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
|
||||||
* Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
|
* Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
|
||||||
},
|
},
|
||||||
|
Some(ToolKind::Natural) => {
|
||||||
|
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
|
||||||
|
match spec.as_str() {
|
||||||
|
"Minotaur" => {
|
||||||
|
next.head.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.4 + move3 * 0.5)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move3 * -0.3);
|
||||||
|
next.upper_torso.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
|
||||||
|
* Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
|
||||||
|
next.lower_torso.orientation =
|
||||||
|
Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
|
||||||
|
* Quaternion::rotation_x(
|
||||||
|
move1 * 0.4 + move3 * -0.7 + footrotr * 0.1,
|
||||||
|
)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
|
||||||
|
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.weapon_l.position = Vec3::new(-12.0 + move1 * -3.0, -6.0, -18.0);
|
||||||
|
next.weapon_r.position = Vec3::new(
|
||||||
|
12.0 + move1 * -3.0,
|
||||||
|
-6.0 + move1 * 2.0,
|
||||||
|
-18.0 + move1 * 2.0,
|
||||||
|
);
|
||||||
|
|
||||||
|
next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.4)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.2)
|
||||||
|
* Quaternion::rotation_z(move3 * -0.5);
|
||||||
|
next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.3)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.6 + move2 * -0.6)
|
||||||
|
* Quaternion::rotation_z(move3 * -0.5);
|
||||||
|
|
||||||
|
next.control_l.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
next.control_r.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
|
||||||
|
next.control.orientation =
|
||||||
|
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||||
|
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
|
||||||
|
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
},
|
||||||
|
_ => {},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -101,8 +101,11 @@ impl Animation for IdleAnimation {
|
|||||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||||
},
|
},
|
||||||
Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
|
Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
|
||||||
next.main.position = Vec3::new(-10.0, -8.0, 12.0);
|
next.main.position = Vec3::new(-6.0, -8.0, 8.0);
|
||||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||||
|
next.second.position = Vec3::new(6.0, -8.0, 8.0);
|
||||||
|
next.second.orientation =
|
||||||
|
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||||
},
|
},
|
||||||
_ => {
|
_ => {
|
||||||
next.main.position = Vec3::new(-2.0, -5.0, -6.0);
|
next.main.position = Vec3::new(-2.0, -5.0, -6.0);
|
||||||
|
@ -28,6 +28,7 @@ impl Animation for JumpAnimation {
|
|||||||
let torso = (anim_time * lab + 1.5 * PI).sin();
|
let torso = (anim_time * lab + 1.5 * PI).sin();
|
||||||
|
|
||||||
let wave_slow = (anim_time * 0.8).sin();
|
let wave_slow = (anim_time * 0.8).sin();
|
||||||
|
next.hold.scale = Vec3::one() * 0.0;
|
||||||
|
|
||||||
next.head.scale = Vec3::one() * 1.02;
|
next.head.scale = Vec3::one() * 1.02;
|
||||||
|
|
||||||
@ -57,7 +58,7 @@ impl Animation for JumpAnimation {
|
|||||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
next.second.orientation =
|
next.second.orientation =
|
||||||
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||||
next.second.scale = Vec3::one() * 0.0;
|
next.second.scale = Vec3::one() * 1.0;
|
||||||
|
|
||||||
match active_tool_kind {
|
match active_tool_kind {
|
||||||
Some(ToolKind::Bow) => {
|
Some(ToolKind::Bow) => {
|
||||||
|
@ -3,12 +3,14 @@ pub mod beam;
|
|||||||
pub mod beta;
|
pub mod beta;
|
||||||
pub mod blink;
|
pub mod blink;
|
||||||
pub mod charge;
|
pub mod charge;
|
||||||
|
pub mod chargemelee;
|
||||||
pub mod dash;
|
pub mod dash;
|
||||||
pub mod equip;
|
pub mod equip;
|
||||||
pub mod idle;
|
pub mod idle;
|
||||||
pub mod jump;
|
pub mod jump;
|
||||||
pub mod leapmelee;
|
pub mod leapmelee;
|
||||||
pub mod run;
|
pub mod run;
|
||||||
|
pub mod selfbuff;
|
||||||
pub mod shockwave;
|
pub mod shockwave;
|
||||||
pub mod shoot;
|
pub mod shoot;
|
||||||
pub mod spin;
|
pub mod spin;
|
||||||
@ -20,11 +22,11 @@ pub mod wield;
|
|||||||
// Reexports
|
// Reexports
|
||||||
pub use self::{
|
pub use self::{
|
||||||
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, blink::BlinkAnimation,
|
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, blink::BlinkAnimation,
|
||||||
charge::ChargeAnimation, dash::DashAnimation, equip::EquipAnimation, idle::IdleAnimation,
|
charge::ChargeAnimation, chargemelee::ChargeMeleeAnimation, dash::DashAnimation,
|
||||||
jump::JumpAnimation, leapmelee::LeapAnimation, run::RunAnimation,
|
equip::EquipAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
|
||||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spin::SpinAnimation,
|
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
|
||||||
spinmelee::SpinMeleeAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
|
shoot::ShootAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
|
||||||
wield::WieldAnimation,
|
stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
|
||||||
};
|
};
|
||||||
|
|
||||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||||
@ -54,6 +56,8 @@ skeleton_impls!(struct BipedLargeSkeleton {
|
|||||||
control,
|
control,
|
||||||
control_l,
|
control_l,
|
||||||
control_r,
|
control_r,
|
||||||
|
weapon_l,
|
||||||
|
weapon_r,
|
||||||
leg_control_l,
|
leg_control_l,
|
||||||
leg_control_r,
|
leg_control_r,
|
||||||
arm_control_l,
|
arm_control_l,
|
||||||
@ -78,8 +82,11 @@ impl Skeleton for BipedLargeSkeleton {
|
|||||||
|
|
||||||
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
|
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
|
||||||
let upper_torso_mat = torso_mat * upper_torso;
|
let upper_torso_mat = torso_mat * upper_torso;
|
||||||
|
let control_mat = Mat4::<f32>::from(self.control);
|
||||||
let control_l_mat = Mat4::<f32>::from(self.control_l);
|
let control_l_mat = Mat4::<f32>::from(self.control_l);
|
||||||
let control_r_mat = Mat4::<f32>::from(self.control_r);
|
let control_r_mat = Mat4::<f32>::from(self.control_r);
|
||||||
|
let weapon_l_mat = control_mat * Mat4::<f32>::from(self.weapon_l);
|
||||||
|
let weapon_r_mat = control_mat * Mat4::<f32>::from(self.weapon_r);
|
||||||
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
|
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
|
||||||
|
|
||||||
let leg_l = Mat4::<f32>::from(self.leg_l);
|
let leg_l = Mat4::<f32>::from(self.leg_l);
|
||||||
@ -92,8 +99,6 @@ impl Skeleton for BipedLargeSkeleton {
|
|||||||
let arm_control_r = upper_torso_mat * Mat4::<f32>::from(self.arm_control_r);
|
let arm_control_r = upper_torso_mat * Mat4::<f32>::from(self.arm_control_r);
|
||||||
|
|
||||||
let head_mat = upper_torso_mat * Mat4::<f32>::from(self.head);
|
let head_mat = upper_torso_mat * Mat4::<f32>::from(self.head);
|
||||||
let control_mat = Mat4::<f32>::from(self.control);
|
|
||||||
|
|
||||||
let hand_l_mat = Mat4::<f32>::from(self.hand_l);
|
let hand_l_mat = Mat4::<f32>::from(self.hand_l);
|
||||||
|
|
||||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||||
@ -102,12 +107,16 @@ impl Skeleton for BipedLargeSkeleton {
|
|||||||
make_bone(upper_torso_mat),
|
make_bone(upper_torso_mat),
|
||||||
make_bone(lower_torso_mat),
|
make_bone(lower_torso_mat),
|
||||||
make_bone(lower_torso_mat * Mat4::<f32>::from(self.tail)),
|
make_bone(lower_torso_mat * Mat4::<f32>::from(self.tail)),
|
||||||
make_bone(upper_torso_mat * control_mat * Mat4::<f32>::from(self.main)),
|
make_bone(upper_torso_mat * weapon_l_mat * Mat4::<f32>::from(self.main)),
|
||||||
make_bone(upper_torso_mat * control_mat * Mat4::<f32>::from(self.second)),
|
make_bone(upper_torso_mat * weapon_r_mat * Mat4::<f32>::from(self.second)),
|
||||||
make_bone(arm_control_l * Mat4::<f32>::from(self.shoulder_l)),
|
make_bone(arm_control_l * Mat4::<f32>::from(self.shoulder_l)),
|
||||||
make_bone(arm_control_r * Mat4::<f32>::from(self.shoulder_r)),
|
make_bone(arm_control_r * Mat4::<f32>::from(self.shoulder_r)),
|
||||||
make_bone(arm_control_l * control_mat * control_l_mat * Mat4::<f32>::from(self.hand_l)),
|
make_bone(
|
||||||
make_bone(arm_control_r * control_mat * control_r_mat * Mat4::<f32>::from(self.hand_r)),
|
arm_control_l * weapon_l_mat * control_l_mat * Mat4::<f32>::from(self.hand_l),
|
||||||
|
),
|
||||||
|
make_bone(
|
||||||
|
arm_control_r * weapon_r_mat * control_r_mat * Mat4::<f32>::from(self.hand_r),
|
||||||
|
),
|
||||||
make_bone(leg_control_l * leg_l),
|
make_bone(leg_control_l * leg_l),
|
||||||
make_bone(leg_control_r * leg_r),
|
make_bone(leg_control_r * leg_r),
|
||||||
make_bone(leg_control_l * Mat4::<f32>::from(self.foot_l)),
|
make_bone(leg_control_l * Mat4::<f32>::from(self.foot_l)),
|
||||||
|
@ -271,12 +271,12 @@ impl Animation for RunAnimation {
|
|||||||
s_a.upper_torso.1 + shortalt * -1.5 * speednorm,
|
s_a.upper_torso.1 + shortalt * -1.5 * speednorm,
|
||||||
);
|
);
|
||||||
next.upper_torso.orientation =
|
next.upper_torso.orientation =
|
||||||
Quaternion::rotation_z(short * 0.18 * speednorm + tilt * -1.0)
|
Quaternion::rotation_z(short * 0.07 * speednorm + tilt * -1.0)
|
||||||
* Quaternion::rotation_y(tilt);
|
* Quaternion::rotation_y(tilt);
|
||||||
|
|
||||||
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||||
next.lower_torso.orientation =
|
next.lower_torso.orientation =
|
||||||
Quaternion::rotation_z(short * 0.15 * speednorm + tilt * 0.5)
|
Quaternion::rotation_z(short * 0.05 * speednorm + tilt * 0.5)
|
||||||
* Quaternion::rotation_y(tilt * -0.5)
|
* Quaternion::rotation_y(tilt * -0.5)
|
||||||
* Quaternion::rotation_x(0.14 * speednorm);
|
* Quaternion::rotation_x(0.14 * speednorm);
|
||||||
|
|
||||||
@ -287,7 +287,7 @@ impl Animation for RunAnimation {
|
|||||||
next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3 * speednorm);
|
next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3 * speednorm);
|
||||||
|
|
||||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
next.second.orientation = Quaternion::rotation_x(PI)
|
next.second.orientation = Quaternion::rotation_x(0.0)
|
||||||
* Quaternion::rotation_y(0.0)
|
* Quaternion::rotation_y(0.0)
|
||||||
* Quaternion::rotation_z(0.0);
|
* Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
@ -308,9 +308,12 @@ impl Animation for RunAnimation {
|
|||||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||||
},
|
},
|
||||||
Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
|
Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
|
||||||
next.main.position = Vec3::new(-10.0, -8.0, 12.0);
|
next.main.position = Vec3::new(-6.0, -8.0, 8.0);
|
||||||
next.main.orientation =
|
next.main.orientation =
|
||||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||||
|
next.second.position = Vec3::new(6.0, -8.0, 8.0);
|
||||||
|
next.second.orientation =
|
||||||
|
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||||
},
|
},
|
||||||
_ => {
|
_ => {
|
||||||
next.main.position = Vec3::new(-2.0, -5.0, -6.0);
|
next.main.position = Vec3::new(-2.0, -5.0, -6.0);
|
||||||
|
163
voxygen/anim/src/biped_large/selfbuff.rs
Normal file
163
voxygen/anim/src/biped_large/selfbuff.rs
Normal file
@ -0,0 +1,163 @@
|
|||||||
|
use super::{
|
||||||
|
super::{vek::*, Animation},
|
||||||
|
BipedLargeSkeleton, SkeletonAttr,
|
||||||
|
};
|
||||||
|
use common::{
|
||||||
|
comp::item::tool::{AbilitySpec, ToolKind},
|
||||||
|
states::utils::StageSection,
|
||||||
|
};
|
||||||
|
use std::f32::consts::PI;
|
||||||
|
|
||||||
|
pub struct SelfBuffAnimation;
|
||||||
|
|
||||||
|
impl Animation for SelfBuffAnimation {
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
|
type Dependency<'a> = (
|
||||||
|
(Option<ToolKind>, Option<&'a AbilitySpec>),
|
||||||
|
(Option<ToolKind>, Option<&'a AbilitySpec>),
|
||||||
|
Vec3<f32>,
|
||||||
|
f32,
|
||||||
|
Option<StageSection>,
|
||||||
|
f32,
|
||||||
|
);
|
||||||
|
type Skeleton = BipedLargeSkeleton;
|
||||||
|
|
||||||
|
#[cfg(feature = "use-dyn-lib")]
|
||||||
|
const UPDATE_FN: &'static [u8] = b"biped_large_selfbuff\0";
|
||||||
|
|
||||||
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_selfbuff")]
|
||||||
|
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||||
|
fn update_skeleton_inner<'a>(
|
||||||
|
skeleton: &Self::Skeleton,
|
||||||
|
(
|
||||||
|
(active_tool_kind, active_tool_spec),
|
||||||
|
_second_tool,
|
||||||
|
velocity,
|
||||||
|
_global_time,
|
||||||
|
stage_section,
|
||||||
|
acc_vel,
|
||||||
|
): Self::Dependency<'a>,
|
||||||
|
anim_time: f32,
|
||||||
|
rate: &mut f32,
|
||||||
|
s_a: &SkeletonAttr,
|
||||||
|
) -> Self::Skeleton {
|
||||||
|
*rate = 1.0;
|
||||||
|
let mut next = (*skeleton).clone();
|
||||||
|
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||||
|
|
||||||
|
let lab: f32 = 0.65 * s_a.tempo;
|
||||||
|
let speednorm = (speed / 12.0).powf(0.4);
|
||||||
|
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
|
||||||
|
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
|
||||||
|
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
|
||||||
|
* ((acc_vel * lab + PI * 1.4).sin());
|
||||||
|
|
||||||
|
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
|
||||||
|
* ((acc_vel * lab + PI * 0.4).sin());
|
||||||
|
let (move1base, movement3, tensionbase, tension2base) = match stage_section {
|
||||||
|
Some(StageSection::Buildup) => (
|
||||||
|
(anim_time.powf(0.25)).min(1.0),
|
||||||
|
0.0,
|
||||||
|
(anim_time * 10.0).sin(),
|
||||||
|
0.0,
|
||||||
|
),
|
||||||
|
Some(StageSection::Cast) => {
|
||||||
|
(1.0, 0.0, (anim_time * 30.0).sin(), (anim_time * 12.0).sin())
|
||||||
|
},
|
||||||
|
Some(StageSection::Recover) => (1.0, anim_time.powi(4), 1.0, 1.0),
|
||||||
|
_ => (0.0, 0.0, 0.0, 0.0),
|
||||||
|
};
|
||||||
|
|
||||||
|
let pullback = 1.0 - movement3;
|
||||||
|
let move1 = move1base * pullback;
|
||||||
|
let tension = tensionbase * pullback;
|
||||||
|
let tension2 = tension2base * pullback;
|
||||||
|
|
||||||
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.second.orientation = Quaternion::rotation_x(0.0);
|
||||||
|
next.shoulder_l.position = Vec3::new(
|
||||||
|
-s_a.shoulder.0,
|
||||||
|
s_a.shoulder.1,
|
||||||
|
s_a.shoulder.2 - foothorir * 1.0,
|
||||||
|
);
|
||||||
|
next.shoulder_l.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
|
||||||
|
|
||||||
|
next.shoulder_r.position = Vec3::new(
|
||||||
|
s_a.shoulder.0,
|
||||||
|
s_a.shoulder.1,
|
||||||
|
s_a.shoulder.2 - foothoril * 1.0,
|
||||||
|
);
|
||||||
|
next.shoulder_r.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
|
||||||
|
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||||
|
|
||||||
|
next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
||||||
|
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
||||||
|
|
||||||
|
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||||
|
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||||
|
|
||||||
|
#[allow(clippy::single_match)]
|
||||||
|
match active_tool_kind {
|
||||||
|
Some(ToolKind::Natural) => {
|
||||||
|
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
|
||||||
|
match spec.as_str() {
|
||||||
|
"Minotaur" => {
|
||||||
|
next.upper_torso.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * -0.1 + tension2 * 0.05);
|
||||||
|
next.lower_torso.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.1 + tension2 * -0.05);
|
||||||
|
|
||||||
|
next.head.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.8 + tension2 * -0.1)
|
||||||
|
* Quaternion::rotation_y(tension2 * -0.1);
|
||||||
|
|
||||||
|
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.weapon_l.position = Vec3::new(
|
||||||
|
-12.0 + move1 * -15.0,
|
||||||
|
-6.0 + move1 * 13.0,
|
||||||
|
-18.0 + move1 * 16.0 + tension2 * 3.0,
|
||||||
|
);
|
||||||
|
next.weapon_r.position = Vec3::new(
|
||||||
|
12.0 + move1 * 1.0,
|
||||||
|
-6.0 + move1 * 7.0 + tension * 0.3,
|
||||||
|
-18.0 + move1 * -2.0,
|
||||||
|
);
|
||||||
|
|
||||||
|
next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 1.9)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.25 + tension2 * 0.06)
|
||||||
|
* Quaternion::rotation_z(move1 * 1.3);
|
||||||
|
next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.8)
|
||||||
|
* Quaternion::rotation_y(move1 * -0.85 + tension * 0.12)
|
||||||
|
* Quaternion::rotation_z(move1 * 0.7);
|
||||||
|
|
||||||
|
next.control_l.orientation = Quaternion::rotation_x(1.57 + move1 * 0.1)
|
||||||
|
* Quaternion::rotation_y(0.0);
|
||||||
|
next.control_r.orientation = Quaternion::rotation_x(1.57 + move1 * 0.1)
|
||||||
|
* Quaternion::rotation_y(0.0);
|
||||||
|
|
||||||
|
next.control.orientation =
|
||||||
|
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||||
|
next.shoulder_l.orientation =
|
||||||
|
Quaternion::rotation_x(-0.3 + move1 * 2.2 + tension2 * 0.17)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.95);
|
||||||
|
|
||||||
|
next.shoulder_r.orientation =
|
||||||
|
Quaternion::rotation_x(-0.3 + move1 * 0.1)
|
||||||
|
* Quaternion::rotation_y(move1 * -0.35);
|
||||||
|
},
|
||||||
|
_ => {},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
_ => {},
|
||||||
|
}
|
||||||
|
|
||||||
|
next
|
||||||
|
}
|
||||||
|
}
|
@ -65,7 +65,8 @@ impl Animation for StunnedAnimation {
|
|||||||
let short = (acc_vel * lab).sin() * speednorm;
|
let short = (acc_vel * lab).sin() * speednorm;
|
||||||
|
|
||||||
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
||||||
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.second.orientation = Quaternion::rotation_x(0.0);
|
||||||
if s_a.beast {
|
if s_a.beast {
|
||||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||||
} else {
|
} else {
|
||||||
@ -391,6 +392,24 @@ impl Animation for StunnedAnimation {
|
|||||||
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"Minotaur" => {
|
||||||
|
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.weapon_l.position = Vec3::new(-12.0, -6.0, -18.0);
|
||||||
|
next.weapon_r.position = Vec3::new(12.0, -6.0, -18.0);
|
||||||
|
|
||||||
|
next.weapon_l.orientation = Quaternion::rotation_x(-1.57 - 0.1);
|
||||||
|
next.weapon_r.orientation = Quaternion::rotation_x(-1.57 - 0.1);
|
||||||
|
|
||||||
|
next.control_l.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
next.control_r.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
|
||||||
|
next.control.orientation =
|
||||||
|
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||||
|
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
|
||||||
|
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
},
|
||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -91,6 +91,8 @@ impl Animation for WieldAnimation {
|
|||||||
let short = (acc_vel * lab).sin() * speednorm;
|
let short = (acc_vel * lab).sin() * speednorm;
|
||||||
|
|
||||||
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
||||||
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.second.orientation = Quaternion::rotation_x(0.0);
|
||||||
|
|
||||||
if s_a.beast {
|
if s_a.beast {
|
||||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||||
@ -169,12 +171,12 @@ impl Animation for WieldAnimation {
|
|||||||
5.0 + s_a.grip.0 / 1.2,
|
5.0 + s_a.grip.0 / 1.2,
|
||||||
-4.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
-4.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||||
);
|
);
|
||||||
|
next.second.scale = Vec3::one() * 0.0;
|
||||||
|
|
||||||
next.control_l.orientation =
|
next.control_l.orientation =
|
||||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
||||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.2)
|
next.control_r.orientation =
|
||||||
* Quaternion::rotation_y(0.2)
|
Quaternion::rotation_x(PI / 2.2) * Quaternion::rotation_y(0.2);
|
||||||
* Quaternion::rotation_z(0.0);
|
|
||||||
|
|
||||||
next.control.orientation =
|
next.control.orientation =
|
||||||
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
||||||
@ -430,6 +432,24 @@ impl Animation for WieldAnimation {
|
|||||||
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"Minotaur" => {
|
||||||
|
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
|
||||||
|
next.weapon_l.position = Vec3::new(-12.0, -6.0, -18.0);
|
||||||
|
next.weapon_r.position = Vec3::new(12.0, -6.0, -18.0);
|
||||||
|
|
||||||
|
next.weapon_l.orientation = Quaternion::rotation_x(-1.57 - 0.1);
|
||||||
|
next.weapon_r.orientation = Quaternion::rotation_x(-1.57 - 0.1);
|
||||||
|
|
||||||
|
next.control_l.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
next.control_r.orientation = Quaternion::rotation_x(1.57);
|
||||||
|
|
||||||
|
next.control.orientation =
|
||||||
|
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||||
|
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
|
||||||
|
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
|
||||||
|
},
|
||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3495,7 +3495,6 @@ struct SidedBLCentralVoxSpec {
|
|||||||
torso_upper: BipedLargeCentralSubSpec,
|
torso_upper: BipedLargeCentralSubSpec,
|
||||||
torso_lower: BipedLargeCentralSubSpec,
|
torso_lower: BipedLargeCentralSubSpec,
|
||||||
tail: BipedLargeCentralSubSpec,
|
tail: BipedLargeCentralSubSpec,
|
||||||
second: BipedLargeCentralSubSpec,
|
|
||||||
}
|
}
|
||||||
#[derive(Deserialize)]
|
#[derive(Deserialize)]
|
||||||
struct BipedLargeCentralSubSpec {
|
struct BipedLargeCentralSubSpec {
|
||||||
@ -3523,13 +3522,16 @@ struct BipedLargeLateralSubSpec {
|
|||||||
lateral: VoxSimple,
|
lateral: VoxSimple,
|
||||||
}
|
}
|
||||||
#[derive(Deserialize)]
|
#[derive(Deserialize)]
|
||||||
struct BipedLargeWeaponSpec(HashMap<String, ArmorVoxSpec>);
|
struct BipedLargeMainSpec(HashMap<String, ArmorVoxSpec>);
|
||||||
|
#[derive(Deserialize)]
|
||||||
|
struct BipedLargeSecondSpec(HashMap<String, ArmorVoxSpec>);
|
||||||
make_vox_spec!(
|
make_vox_spec!(
|
||||||
biped_large::Body,
|
biped_large::Body,
|
||||||
struct BipedLargeSpec {
|
struct BipedLargeSpec {
|
||||||
central: BipedLargeCentralSpec = "voxygen.voxel.biped_large_central_manifest",
|
central: BipedLargeCentralSpec = "voxygen.voxel.biped_large_central_manifest",
|
||||||
lateral: BipedLargeLateralSpec = "voxygen.voxel.biped_large_lateral_manifest",
|
lateral: BipedLargeLateralSpec = "voxygen.voxel.biped_large_lateral_manifest",
|
||||||
weapon: BipedLargeWeaponSpec = "voxygen.voxel.biped_weapon_manifest",
|
main: BipedLargeMainSpec = "voxygen.voxel.biped_weapon_manifest",
|
||||||
|
second: BipedLargeSecondSpec = "voxygen.voxel.biped_weapon_manifest",
|
||||||
},
|
},
|
||||||
|FigureKey { body, extra }, spec| {
|
|FigureKey { body, extra }, spec| {
|
||||||
const DEFAULT_LOADOUT: super::cache::CharacterCacheKey = super::cache::CharacterCacheKey {
|
const DEFAULT_LOADOUT: super::cache::CharacterCacheKey = super::cache::CharacterCacheKey {
|
||||||
@ -3567,15 +3569,17 @@ make_vox_spec!(
|
|||||||
body.body_type,
|
body.body_type,
|
||||||
)),
|
)),
|
||||||
tool.and_then(|tool| tool.active.as_ref()).map(|tool| {
|
tool.and_then(|tool| tool.active.as_ref()).map(|tool| {
|
||||||
spec.weapon.read().0.mesh_main(
|
spec.main.read().0.mesh_main(
|
||||||
|
&tool.name,
|
||||||
|
false,
|
||||||
|
)
|
||||||
|
}),
|
||||||
|
tool.and_then(|tool| tool.active.as_ref()).map(|tool| {
|
||||||
|
spec.second.read().0.mesh_second(
|
||||||
&tool.name,
|
&tool.name,
|
||||||
false,
|
false,
|
||||||
)
|
)
|
||||||
}),
|
}),
|
||||||
Some(spec.central.read().0.mesh_second(
|
|
||||||
body.species,
|
|
||||||
body.body_type,
|
|
||||||
)),
|
|
||||||
Some(spec.lateral.read().0.mesh_shoulder_l(
|
Some(spec.lateral.read().0.mesh_shoulder_l(
|
||||||
body.species,
|
body.species,
|
||||||
body.body_type,
|
body.body_type,
|
||||||
@ -3693,22 +3697,6 @@ impl BipedLargeCentralSpec {
|
|||||||
|
|
||||||
(central, Vec3::from(spec.tail.offset))
|
(central, Vec3::from(spec.tail.offset))
|
||||||
}
|
}
|
||||||
|
|
||||||
fn mesh_second(&self, species: BLSpecies, body_type: BLBodyType) -> BoneMeshes {
|
|
||||||
let spec = match self.0.get(&(species, body_type)) {
|
|
||||||
Some(spec) => spec,
|
|
||||||
None => {
|
|
||||||
error!(
|
|
||||||
"No second weapon specification exists for the combination of {:?} and {:?}",
|
|
||||||
species, body_type
|
|
||||||
);
|
|
||||||
return load_mesh("not_found", Vec3::new(-5.0, -5.0, -2.5));
|
|
||||||
},
|
|
||||||
};
|
|
||||||
let central = graceful_load_segment(&spec.second.central.0);
|
|
||||||
|
|
||||||
(central, Vec3::from(spec.second.offset))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
impl BipedLargeLateralSpec {
|
impl BipedLargeLateralSpec {
|
||||||
fn mesh_shoulder_l(&self, species: BLSpecies, body_type: BLBodyType) -> BoneMeshes {
|
fn mesh_shoulder_l(&self, species: BLSpecies, body_type: BLBodyType) -> BoneMeshes {
|
||||||
@ -3839,7 +3827,7 @@ impl BipedLargeLateralSpec {
|
|||||||
(lateral, Vec3::from(spec.foot_r.offset))
|
(lateral, Vec3::from(spec.foot_r.offset))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
impl BipedLargeWeaponSpec {
|
impl BipedLargeMainSpec {
|
||||||
fn mesh_main(&self, item_definition_id: &str, flipped: bool) -> BoneMeshes {
|
fn mesh_main(&self, item_definition_id: &str, flipped: bool) -> BoneMeshes {
|
||||||
let spec = match self.0.get(item_definition_id) {
|
let spec = match self.0.get(item_definition_id) {
|
||||||
Some(spec) => spec,
|
Some(spec) => spec,
|
||||||
@ -3868,6 +3856,35 @@ impl BipedLargeWeaponSpec {
|
|||||||
(tool_kind_segment, offset)
|
(tool_kind_segment, offset)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
impl BipedLargeSecondSpec {
|
||||||
|
fn mesh_second(&self, item_definition_id: &str, flipped: bool) -> BoneMeshes {
|
||||||
|
let spec = match self.0.get(item_definition_id) {
|
||||||
|
Some(spec) => spec,
|
||||||
|
None => {
|
||||||
|
error!(?item_definition_id, "No tool/weapon specification exists");
|
||||||
|
return load_mesh("not_found", Vec3::new(-1.5, -1.5, -7.0));
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
let tool_kind_segment = if flipped {
|
||||||
|
graceful_load_segment_flipped(&spec.vox_spec.0, true)
|
||||||
|
} else {
|
||||||
|
graceful_load_segment(&spec.vox_spec.0)
|
||||||
|
};
|
||||||
|
|
||||||
|
let offset = Vec3::new(
|
||||||
|
if flipped {
|
||||||
|
0.0 - spec.vox_spec.1[0] - (tool_kind_segment.sz.x as f32)
|
||||||
|
} else {
|
||||||
|
spec.vox_spec.1[0]
|
||||||
|
},
|
||||||
|
spec.vox_spec.1[1],
|
||||||
|
spec.vox_spec.1[2],
|
||||||
|
);
|
||||||
|
|
||||||
|
(tool_kind_segment, offset)
|
||||||
|
}
|
||||||
|
}
|
||||||
////
|
////
|
||||||
#[derive(Deserialize)]
|
#[derive(Deserialize)]
|
||||||
struct GolemCentralSpec(HashMap<(GSpecies, GBodyType), SidedGCentralVoxSpec>);
|
struct GolemCentralSpec(HashMap<(GSpecies, GBodyType), SidedGCentralVoxSpec>);
|
||||||
|
@ -3713,7 +3713,84 @@ impl FigureMgr {
|
|||||||
skeleton_attr,
|
skeleton_attr,
|
||||||
)
|
)
|
||||||
},
|
},
|
||||||
CharacterState::BasicMelee(_) => {
|
CharacterState::ChargedMelee(s) => {
|
||||||
|
let stage_time = s.timer.as_secs_f32();
|
||||||
|
|
||||||
|
let stage_progress = match s.stage_section {
|
||||||
|
StageSection::Charge => {
|
||||||
|
stage_time / s.static_data.charge_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Swing => {
|
||||||
|
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Recover => {
|
||||||
|
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
_ => 0.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
anim::biped_large::ChargeMeleeAnimation::update_skeleton(
|
||||||
|
&target_base,
|
||||||
|
(
|
||||||
|
(active_tool_kind, active_tool_spec),
|
||||||
|
(second_tool_kind, second_tool_spec),
|
||||||
|
rel_vel,
|
||||||
|
time,
|
||||||
|
Some(s.stage_section),
|
||||||
|
state.acc_vel,
|
||||||
|
),
|
||||||
|
stage_progress,
|
||||||
|
&mut state_animation_rate,
|
||||||
|
skeleton_attr,
|
||||||
|
)
|
||||||
|
},
|
||||||
|
CharacterState::SelfBuff(s) => {
|
||||||
|
let stage_time = s.timer.as_secs_f32();
|
||||||
|
|
||||||
|
let stage_progress = match s.stage_section {
|
||||||
|
StageSection::Buildup => {
|
||||||
|
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Cast => {
|
||||||
|
stage_time / s.static_data.cast_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Recover => {
|
||||||
|
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
_ => 0.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
anim::biped_large::SelfBuffAnimation::update_skeleton(
|
||||||
|
&target_base,
|
||||||
|
(
|
||||||
|
(active_tool_kind, active_tool_spec),
|
||||||
|
(second_tool_kind, second_tool_spec),
|
||||||
|
rel_vel,
|
||||||
|
time,
|
||||||
|
Some(s.stage_section),
|
||||||
|
state.acc_vel,
|
||||||
|
),
|
||||||
|
stage_progress,
|
||||||
|
&mut state_animation_rate,
|
||||||
|
skeleton_attr,
|
||||||
|
)
|
||||||
|
},
|
||||||
|
CharacterState::BasicMelee(s) => {
|
||||||
|
let stage_time = s.timer.as_secs_f32();
|
||||||
|
|
||||||
|
let stage_progress = match s.stage_section {
|
||||||
|
StageSection::Buildup => {
|
||||||
|
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Swing => {
|
||||||
|
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
StageSection::Recover => {
|
||||||
|
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||||
|
},
|
||||||
|
_ => 0.0,
|
||||||
|
};
|
||||||
|
|
||||||
anim::biped_large::AlphaAnimation::update_skeleton(
|
anim::biped_large::AlphaAnimation::update_skeleton(
|
||||||
&target_base,
|
&target_base,
|
||||||
(
|
(
|
||||||
@ -3721,10 +3798,10 @@ impl FigureMgr {
|
|||||||
(second_tool_kind, second_tool_spec),
|
(second_tool_kind, second_tool_spec),
|
||||||
rel_vel,
|
rel_vel,
|
||||||
time,
|
time,
|
||||||
None,
|
Some(s.stage_section),
|
||||||
state.acc_vel,
|
state.acc_vel,
|
||||||
),
|
),
|
||||||
state.state_time,
|
stage_progress,
|
||||||
&mut state_animation_rate,
|
&mut state_animation_rate,
|
||||||
skeleton_attr,
|
skeleton_attr,
|
||||||
)
|
)
|
||||||
@ -3875,8 +3952,8 @@ impl FigureMgr {
|
|||||||
anim::biped_large::DashAnimation::update_skeleton(
|
anim::biped_large::DashAnimation::update_skeleton(
|
||||||
&target_base,
|
&target_base,
|
||||||
(
|
(
|
||||||
active_tool_kind,
|
(active_tool_kind, active_tool_spec),
|
||||||
second_tool_kind,
|
(second_tool_kind, second_tool_spec),
|
||||||
rel_vel,
|
rel_vel,
|
||||||
time,
|
time,
|
||||||
Some(s.stage_section),
|
Some(s.stage_section),
|
||||||
|
Loading…
x
Reference in New Issue
Block a user