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Improve gliding
- make glider dimensions a factor of body height - increase glider dimensions across the board - remove delay from transition into glide - enable glider control while wielding glider - improve glide wield animation
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@ -28,6 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- NPCs can now warn players before engaging in combat
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- Custom error message when a supported graphics backend can not be found
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- Add server setting with PvE/PvP switch
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- Can now tilt glider while only wielding it
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### Changed
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@ -47,6 +48,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- The types of animals that can be tamed as pets are now limited to certain species, pending further balancing of pets
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- Made server-cli admin add/remove command use positional arguments again
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- Usage of "stamina" replaced with "energy"
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- Glider dimensions now depend on character height
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- Glider dimensions somewhat increased overall
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### Removed
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@ -194,6 +194,30 @@ impl Ori {
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self.rotated(Quaternion::rotation_y(angle_radians))
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}
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/// Returns a version which is rolled such that its up points towards `dir`
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/// as much as possible without pitching or yawing
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pub fn rolled_towards(self, dir: Dir) -> Self {
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dir.projected(&Plane::from(self.look_dir()))
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.map_or(self, |dir| self.prerotated(self.up().rotation_between(dir)))
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}
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/// Returns a version which has been pitched towards `dir` as much as
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/// possible without yawing or rolling
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pub fn pitched_towards(self, dir: Dir) -> Self {
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dir.projected(&Plane::from(self.right()))
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.map_or(self, |dir_| {
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self.prerotated(self.look_dir().rotation_between(dir_))
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})
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}
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/// Returns a version which has been yawed towards `dir` as much as possible
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/// without pitching or rolling
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pub fn yawed_towards(self, dir: Dir) -> Self {
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dir.projected(&Plane::from(self.up())).map_or(self, |dir_| {
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self.prerotated(self.look_dir().rotation_between(dir_))
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})
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}
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/// Returns a version without sideways tilt (roll)
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///
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/// ```
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@ -80,7 +80,7 @@ impl CharacterBehavior for Data {
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if data.physics.on_ground.is_some()
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&& (data.vel.0 - data.physics.ground_vel).magnitude_squared() < 2_f32.powi(2)
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{
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update.character = CharacterState::GlideWield(glide_wield::Data::default());
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update.character = CharacterState::GlideWield(glide_wield::Data::from(data));
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} else if data.physics.in_liquid().is_some()
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|| data
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.inventory
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@ -1,6 +1,6 @@
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use super::utils::*;
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use crate::{
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comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate},
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comp::{slot::EquipSlot, CharacterState, InventoryAction, Ori, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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glide,
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@ -10,13 +10,25 @@ use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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// time since left ground, for preventing state transition
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// before block snapping kicks in
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timer: f32,
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pub ori: Ori,
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span_length: f32,
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chord_length: f32,
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}
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impl Default for Data {
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fn default() -> Self { Self { timer: 0.0 } }
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impl From<&JoinData<'_>> for Data {
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fn from(data: &JoinData) -> Self {
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let scale = data.body.dimensions().z;
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Self {
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// Aspect ratio is what really matters for lift/drag ratio
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// and the aerodynamics model works for ARs up to 25.
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// The inflated dimensions are hopefully only a temporary
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// bandaid for the poor glide ratio experienced under 2.5G.
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// A span/chord ratio of 4.5 gives an AR of ~5.73.
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span_length: scale * 3.0,
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chord_length: scale / 1.5,
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ori: *data.ori,
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}
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}
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}
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impl CharacterBehavior for Data {
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@ -29,31 +41,37 @@ impl CharacterBehavior for Data {
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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// If not on the ground while wielding glider enter gliding state
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if data.physics.on_ground.is_none() {
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update.character = if self.timer > 0.3 {
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CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori))
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} else {
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// If still in this state, do the things
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if matches!(update.character, CharacterState::GlideWield(_)) {
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// If not on the ground while wielding glider enter gliding state
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update.character = if data.physics.on_ground.is_none() {
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CharacterState::Glide(glide::Data::new(
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self.span_length,
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self.chord_length,
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self.ori,
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))
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// make sure we have a glider and we're not (too deep) in water
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} else if data
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.inventory
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.and_then(|inv| inv.equipped(EquipSlot::Glider))
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.is_some()
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&& data.physics.in_liquid().map_or(true, |depth| depth < 0.5)
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{
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CharacterState::GlideWield(Self {
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timer: self.timer + data.dt.0,
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// Glider tilt follows look dir
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ori: self.ori.slerped_towards(
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data.ori.slerped_towards(
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Ori::from(data.inputs.look_dir).pitched_up(0.6),
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(1.0 + data.inputs.look_dir.dot(*data.ori.look_dir()).max(0.0)) / 3.0,
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),
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5.0 * data.dt.0,
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),
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..*self
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})
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} else {
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CharacterState::Idle
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};
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}
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if data
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.physics
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.in_liquid()
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.map(|depth| depth > 0.5)
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.unwrap_or(false)
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{
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update.character = CharacterState::Idle;
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}
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if data
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.inventory
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.and_then(|inv| inv.equipped(EquipSlot::Glider))
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.is_none()
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{
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update.character = CharacterState::Idle
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};
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update
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}
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@ -638,7 +638,7 @@ pub fn attempt_glide_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
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.unwrap_or(false)
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&& data.body.is_humanoid()
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{
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update.character = CharacterState::GlideWield(glide_wield::Data::default());
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update.character = CharacterState::GlideWield(glide_wield::Data::from(data));
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}
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}
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@ -5,8 +5,9 @@ use super::{
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pub struct GlideWieldAnimation;
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type GlideWieldAnimationDependency = (Quaternion<f32>, Quaternion<f32>);
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impl Animation for GlideWieldAnimation {
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type Dependency<'a> = ();
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type Dependency<'a> = GlideWieldAnimationDependency;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -16,21 +17,25 @@ impl Animation for GlideWieldAnimation {
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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_: Self::Dependency<'a>,
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(orientation, glider_orientation): 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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let mut next = (*skeleton).clone();
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let glider_ori = orientation.inverse() * glider_orientation;
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let glider_pos = Vec3::new(0.0, -5.0, 13.0);
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*rate = 1.0;
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next.hand_l.position = Vec3::new(-2.0 - s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
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next.hand_l.position =
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glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
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next.hand_r.position = Vec3::new(2.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
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next.hand_r.position =
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glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
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next.glider.scale = Vec3::one() * 1.0;
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next.glider.orientation = Quaternion::rotation_x(0.35);
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next.glider.orientation = glider_ori;
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next.glider.position = Vec3::new(0.0, -5.0, 13.0);
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@ -1572,10 +1572,10 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::GlideWield { .. } => {
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CharacterState::GlideWield(data) => {
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anim::character::GlideWieldAnimation::update_skeleton(
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&target_base,
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(),
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(ori, data.ori.into()),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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