Merge branch 'master' into 'master'

velocity tilt, run adjustments

See merge request veloren/veloren!69

Former-commit-id: 90a449e76431bb11bf748b887876c0e88db9e566
This commit is contained in:
Joshua Barretto 2019-04-25 12:08:01 +00:00
commit d04db4f6dc
4 changed files with 126 additions and 55 deletions

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@ -13,7 +13,6 @@ use super::{
pub struct IdleAnimation; pub struct IdleAnimation;
//TODO: Make it actually good, possibly add the head rotating slightly, add breathing, etc.
impl Animation for IdleAnimation { impl Animation for IdleAnimation {
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
type Dependency = f64; type Dependency = f64;
@ -32,31 +31,54 @@ impl Animation for IdleAnimation {
let waveultracos_slow = (time as f32 * 1.0 + PI).cos(); let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs(); let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::new(0.0, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE; next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4);
next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05); next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 8.0 + waveultra_slow * 0.4) / SCALE; next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + waveultra_slow * 0.4);
next.chest.ori = Quaternion::rotation_y(0.0); next.chest.ori = Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 6.0 + waveultra_slow * 0.4) / SCALE; next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + waveultra_slow * 0.4);
next.belt.ori = Quaternion::rotation_y(0.0); next.belt.ori = Quaternion::rotation_y(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 3.0 + waveultra_slow * 0.4) / SCALE; next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + waveultra_slow * 0.4);
next.shorts.ori = Quaternion::rotation_y(0.0); next.shorts.ori = Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0 + waveultracos_slow * 0.3, 7.5, 11.0 + waveultra_slow * 1.1) / SCALE; next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1);
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.offset = Vec3::new(0.0 + waveultracos_slow * 0.3 , - 7.5, 11.0 + waveultra_slow * 1.1) / SCALE; next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1);
next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(2.5, 3.4, 6.0) / SCALE; next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0);
next.l_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04); next.l_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.r_foot.offset = Vec3::new(2.5, -3.4, 6.0) / SCALE; next.l_foot.scale = Vec3::one();
next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.back.offset = Vec3::new(-6.5, 16.0, 15.0); next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0);
next.back.ori = Quaternion::rotation_x(2.5); next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.back.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-4.5, 14.0, 13.0);
next.weapon.ori = Quaternion::rotation_x(2.5);
next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
next.torso.ori = Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next next
} }

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@ -26,7 +26,10 @@ pub struct CharacterSkeleton {
r_hand: Bone, r_hand: Bone,
l_foot: Bone, l_foot: Bone,
r_foot: Bone, r_foot: Bone,
back: Bone, weapon: Bone,
torso: Bone,
l_shoulder: Bone,
r_shoulder: Bone,
} }
impl CharacterSkeleton { impl CharacterSkeleton {
@ -40,7 +43,11 @@ impl CharacterSkeleton {
r_hand: Bone::default(), r_hand: Bone::default(),
l_foot: Bone::default(), l_foot: Bone::default(),
r_foot: Bone::default(), r_foot: Bone::default(),
back: Bone::default(), weapon: Bone::default(),
torso: Bone::default(),
l_shoulder: Bone::default(),
r_shoulder: Bone::default(),
} }
} }
} }
@ -48,24 +55,27 @@ impl CharacterSkeleton {
impl Skeleton for CharacterSkeleton { impl Skeleton for CharacterSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] { fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix(); let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix();
[ [
FigureBoneData::new(self.head.compute_base_matrix()), FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
FigureBoneData::new(chest_mat), FigureBoneData::new(torso_mat * chest_mat),
FigureBoneData::new(self.belt.compute_base_matrix()), FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
FigureBoneData::new(self.shorts.compute_base_matrix()), FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
FigureBoneData::new(self.l_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_hand.compute_base_matrix()),
FigureBoneData::new(self.r_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(chest_mat * self.back.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
FigureBoneData::default(), FigureBoneData::new(torso_mat),
//FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()),
//FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
] ]
} }
@ -78,6 +88,10 @@ impl Skeleton for CharacterSkeleton {
self.r_hand.interpolate(&target.r_hand); self.r_hand.interpolate(&target.r_hand);
self.l_foot.interpolate(&target.l_foot); self.l_foot.interpolate(&target.l_foot);
self.r_foot.interpolate(&target.r_foot); self.r_foot.interpolate(&target.r_foot);
self.back.interpolate(&target.back); self.weapon.interpolate(&target.weapon);
self.torso.interpolate(&target.torso);
self.l_shoulder.interpolate(&target.l_shoulder);
self.r_shoulder.interpolate(&target.r_shoulder);
} }
} }

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@ -24,37 +24,61 @@ impl Animation for RunAnimation {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let wave = (time as f32 * 14.0).sin(); let wave = (time as f32 * 14.0).sin();
let wavetest = (wave.cbrt());
let fuzzwave = (time as f32 * 12.0).sin(); let fuzzwave = (time as f32 * 12.0).sin();
let wavecos = (time as f32 * 14.0).cos(); let wavecos = (time as f32 * 14.0).cos();
let wave_slow = (time as f32 * 8.0 + PI).sin(); let wave_slow = (time as f32 * 7.0 + PI).sin();
let wavecos_slow = (time as f32 * 8.0 + PI).cos(); let wavecos_slow = (time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs(); let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ SCALE; next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3);
next.head.ori = Quaternion::rotation_y(-0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / SCALE; next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.3); next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.8) / SCALE; next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.3); next.belt.ori = Quaternion::rotation_z(wave * 0.25);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.8) / SCALE; next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.2); next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0 - wavecos * 1.0, 7.5, 11.0 - wave * 1.0) / SCALE; next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5);
next.l_hand.ori = Quaternion::rotation_y(wave * -1.8); next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9);
next.r_hand.offset = Vec3::new(0.0 + wavecos * 1.0, -7.5, 11.0 + wave * 1.0) / SCALE; next.l_hand.scale = Vec3::one();
next.r_hand.ori = Quaternion::rotation_y(wave * 1.8);
next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.9) / SCALE; next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5);
next.l_foot.ori = Quaternion::rotation_y(wave * -1.0); next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9);
next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.9) / SCALE; next.r_hand.scale = Vec3::one();
next.r_foot.ori = Quaternion::rotation_y(wave * 1.0); next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0);
next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0);
next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, 14.0, 13.0);
next.weapon.ori = Quaternion::rotation_x(2.5);
next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next.back.offset = Vec3::new(-6.0, 16.0, 15.0);
next.back.ori = Quaternion::rotation_x(2.5);
next.back.scale = Vec3::one();
next next

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@ -91,6 +91,16 @@ impl FigureCache {
None, None,
]; ];
let mut mesh = Mesh::new();
bone_meshes
.iter()
.enumerate()
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
.for_each(|(i, bone_mesh)| {
mesh.push_mesh_map(bone_mesh, |vert| vert.with_bone_idx(i as u8))
});
let mut mesh = Mesh::new(); let mut mesh = Mesh::new();
bone_meshes bone_meshes
.iter() .iter()
@ -126,49 +136,49 @@ impl FigureCache {
fn load_head(head: Head) -> Mesh<FigurePipeline> { fn load_head(head: Head) -> Mesh<FigurePipeline> {
Self::load_mesh(match head { Self::load_mesh(match head {
Head::DefaultHead => "head.vox", Head::DefaultHead => "head.vox",
}, Vec3::new(-3.5, -7.0, -6.0)) }, Vec3::new(-5.5, -7.0, -6.0))
} }
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> { fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
Self::load_mesh(match chest { Self::load_mesh(match chest {
Chest::DefaultChest => "chest.vox", Chest::DefaultChest => "chest.vox",
}, Vec3::new(-3.0, -6.0, 0.0)) }, Vec3::new(-2.5, -6.0, 0.0))
} }
fn load_belt(belt: Belt) -> Mesh<FigurePipeline> { fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
Self::load_mesh(match belt { Self::load_mesh(match belt {
Belt::DefaultBelt => "belt.vox", Belt::DefaultBelt => "belt.vox",
}, Vec3::new(-3.0, -5.0, 0.0)) }, Vec3::new(-2.5, -5.0, 0.0))
} }
fn load_pants(pants: Pants) -> Mesh<FigurePipeline> { fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
Self::load_mesh(match pants { Self::load_mesh(match pants {
Pants::DefaultPants => "pants.vox", Pants::DefaultPants => "pants.vox",
}, Vec3::new(-3.0, -5.0, 0.0)) }, Vec3::new(-2.5, -5.0, 0.0))
} }
fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> { fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(match hand { Self::load_mesh(match hand {
Hand::DefaultHand => "hand.vox", Hand::DefaultHand => "hand.vox",
}, Vec3::new(0.0, -2.0, -6.0)) }, Vec3::new(0.0, -2.0, -7.0))
} }
fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> { fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(match hand { Self::load_mesh(match hand {
Hand::DefaultHand => "hand.vox", Hand::DefaultHand => "hand.vox",
}, Vec3::new(0.0, -2.0, -6.0)) }, Vec3::new(0.0, -2.0, -7.0))
} }
fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> { fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
Self::load_mesh(match foot { Self::load_mesh(match foot {
Foot::DefaultFoot => "foot.vox", Foot::DefaultFoot => "foot.vox",
}, Vec3::new(-4.0, -2.5, -6.0)) }, Vec3::new(-3.5, -2.5, -8.0))
} }
fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> { fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
Self::load_mesh(match foot { Self::load_mesh(match foot {
Foot::DefaultFoot => "foot.vox", Foot::DefaultFoot => "foot.vox",
}, Vec3::new(-4.0, -2.5, -6.0)) }, Vec3::new(-3.5, -2.5, -8.0))
} }
fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> { fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> {
@ -176,9 +186,10 @@ impl FigureCache {
Weapon::Sword => "sword.vox", Weapon::Sword => "sword.vox",
// TODO actually match against other weapons and set the right model // TODO actually match against other weapons and set the right model
_ => "sword.vox", _ => "sword.vox",
}, Vec3::new(0.0, 0.0, 0.0)) }, Vec3::new(0.0, 0.0, -4.0))
} }
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) { pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
let time = client.state().get_time(); let time = client.state().get_time();
let ecs = client.state_mut().ecs_mut(); let ecs = client.state_mut().ecs_mut();