Object animation

This commit is contained in:
Snowram 2021-01-19 20:38:32 +01:00
parent 775224983b
commit e7bbf3981d
11 changed files with 265 additions and 43 deletions

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@ -11,4 +11,5 @@ BasicBeam(
energy_regen: 25,
energy_cost: 50,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -11,4 +11,5 @@ BasicBeam(
energy_regen: 0,
energy_cost: 1,
energy_drain: 350,
orientation_behavior: Normal,
)

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@ -11,4 +11,5 @@ BasicBeam(
energy_regen: 0,
energy_cost: 0,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -1,15 +1,15 @@
BasicRanged(
BasicBeam(
buildup_duration: 250,
recover_duration: 250,
beam_duration: 500,
base_hps: 0,
base_dps: 150,
tick_rate: 3.0,
range: 30.0,
max_angle: 5.0,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 0,
buildup_duration: 500,
recover_duration: 300,
projectile: Arrow(
damage: 200.0,
knockback: 5.0,
energy_regen: 100,
),
projectile_body: Object(ArrowTurret),
projectile_light: None,
projectile_gravity: Some(Gravity(0.1)),
projectile_speed: 100.0,
can_continue: true,
energy_drain: 0,
orientation_behavior: Turret(5.0),
)

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@ -222,9 +222,10 @@ pub enum CharacterAbility {
range: f32,
max_angle: f32,
lifesteal_eff: f32,
energy_regen: f32,
energy_cost: f32,
energy_drain: f32,
energy_regen: u32,
energy_cost: u32,
energy_drain: u32,
orientation_behavior: basic_beam::OrientationBehavior,
},
}
@ -1445,6 +1446,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
energy_regen,
energy_cost,
energy_drain,
orientation_behavior,
} => CharacterState::BasicBeam(basic_beam::Data {
static_data: basic_beam::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
@ -1460,6 +1462,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
energy_cost: *energy_cost,
energy_drain: *energy_drain,
ability_info,
orientation_behavior: *orientation_behavior,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,

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@ -10,10 +10,12 @@ use crate::{
utils::*,
},
uid::Uid,
util::Dir,
Damage, DamageSource, GroupTarget,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -42,7 +44,9 @@ pub struct StaticData {
/// Energy consumed per second for heal ticks
pub energy_cost: f32,
/// Energy drained per
pub energy_drain: f32,
pub energy_drain: u32,
/// Used to dictate how orientation functions in this state
pub orientation_behavior: OrientationBehavior,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
@ -66,6 +70,20 @@ impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.static_data.orientation_behavior {
OrientationBehavior::Normal => {},
OrientationBehavior::Turret(speed) => {
update.ori.0 = data.inputs.look_dir;
/*update.ori.0 = Dir::new(
Quaternion::from_xyzw(update.ori.0.x, update.ori.0.y, update.ori.0.z, 0.0)
.rotated_z(data.dt.0 as f32 * speed)
.into_vec3()
.try_normalized()
.unwrap_or_default(),
);*/
},
}
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
@ -232,3 +250,9 @@ impl CharacterBehavior for Data {
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum OrientationBehavior {
Normal,
Turret(f32),
}

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@ -191,7 +191,7 @@ impl<'a> System<'a> for Sys {
let mut inputs = &mut controller.inputs;
// Default to looking in orientation direction (can be overridden below)
//inputs.look_dir = ori.0;
inputs.look_dir = ori.0;
const AVG_FOLLOW_DIST: f32 = 6.0;
const MAX_FOLLOW_DIST: f32 = 12.0;
@ -1378,7 +1378,14 @@ impl<'a> System<'a> for Sys {
}
},
Tactic::Turret => {
inputs.look_dir = ori.0;
//inputs.look_dir = ori.0;
inputs.look_dir = Dir::new(
Quaternion::from_xyzw(ori.0.x, ori.0.y, 0.0, 0.0)
.rotated_z(4.0 * dt.0 as f32)
.into_vec3()
.try_normalized()
.unwrap_or_default(),
);
if can_see_tgt(&*terrain, pos, tgt_pos, dist_sqrd)
{
inputs.primary.set_state(true);

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@ -0,0 +1,32 @@
use super::{
super::{vek::*, Animation},
ObjectSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64);
type Skeleton = ObjectSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"object_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_idle")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, _global_time): Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone0.orientation = Quaternion::rotation_z(0.0);
next
}
}

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@ -1,24 +1,18 @@
pub mod idle;
pub mod shoot;
// Reexports
pub use self::{idle::IdleAnimation, shoot::ShootAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
use common::comp::{self};
use core::convert::TryFrom;
pub type Body = comp::object::Body;
#[derive(Clone, Default)]
pub struct ObjectSkeleton;
impl<'a, Factor> Lerp<Factor> for &'a ObjectSkeleton {
type Output = ObjectSkeleton;
fn lerp_unclamped_precise(_from: Self, _to: Self, _factor: Factor) -> Self::Output {
ObjectSkeleton
}
fn lerp_unclamped(_from: Self, _to: Self, _factor: Factor) -> Self::Output { ObjectSkeleton }
}
pub struct SkeletonAttr;
const SCALE: f32 = 1.0 / 11.0;
skeleton_impls!(struct ObjectSkeleton {
+ bone0,
});
impl Skeleton for ObjectSkeleton {
type Attr = SkeletonAttr;
@ -34,17 +28,46 @@ impl Skeleton for ObjectSkeleton {
base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> Vec3<f32> {
buf[0] = make_bone(base_mat * Mat4::scaling_3d(SCALE));
// TODO: Make dependent on bone, when we find an easier way to make that
// information available.
Vec3::unit_z() * 0.5
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) =
[make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0))];
Vec3::default()
}
}
pub struct SkeletonAttr {
bone0: (f32, f32, f32),
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::Object(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl Default for SkeletonAttr {
fn default() -> Self { Self }
fn default() -> Self {
Self {
bone0: (0.0, 0.0, 0.0),
}
}
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(_body: &'a Body) -> Self { Self }
fn from(body: &'a Body) -> Self {
use comp::object::Body::*;
Self {
bone0: match body {
CampfireLit => (2.0, 0.5, 1.0),
Pouch => (2.0, 0.5, 1.0),
_ => (0.0, 0.0, 0.0),
},
}
}
}

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@ -0,0 +1,64 @@
use super::{
super::{vek::*, Animation},
ObjectSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Option<StageSection>,
);
impl Animation for ShootAnimation {
type Dependency = ShootAnimationDependency;
type Skeleton = ObjectSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"object_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
_active_tool_kind,
_second_tool_kind,
_velocity,
orientation,
last_ori,
_global_time,
_stage_section,
): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let _tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone0.orientation = Quaternion::rotation_z(anim_time as f32 * 1.0);
next
}
}

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@ -3472,7 +3472,7 @@ impl FigureMgr {
);
},
Body::Object(body) => {
let (model, _) = self.object_model_cache.get_or_create_model(
let (model, skeleton_attr) = self.object_model_cache.get_or_create_model(
renderer,
&mut self.col_lights,
*body,
@ -3488,6 +3488,72 @@ impl FigureMgr {
FigureState::new(renderer, ObjectSkeleton::default())
});
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => continue,
};
if !character.same_variant(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
physics.in_liquid.is_some(), // In water
) {
// Standing
(true, false, false) => anim::object::IdleAnimation::update_skeleton(
&ObjectSkeleton::default(),
(active_tool_kind, second_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::object::IdleAnimation::update_skeleton(
&ObjectSkeleton::default(),
(active_tool_kind, second_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
};
let target_bones = match &character {
CharacterState::BasicRanged(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::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
};
anim::object::ShootAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
ori,
state.last_ori,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_bones, dt_lerp);
state.update(
renderer,
pos.0,