pub mod alpha; pub mod beta; pub mod block; pub mod blockidle; pub mod charge; pub mod climb; pub mod dash; pub mod equip; pub mod gliding; pub mod idle; pub mod jump; pub mod roll; pub mod run; pub mod shoot; pub mod sit; pub mod spin; pub mod stand; pub mod swim; pub mod wield; // Reexports pub use self::{ alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation, dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation, }; use super::{Bone, Skeleton}; use crate::render::FigureBoneData; use common::comp::{self, item::ToolKind}; #[derive(Clone, Default)] pub struct CharacterSkeleton { head: Bone, chest: Bone, belt: Bone, back: Bone, shorts: Bone, l_hand: Bone, r_hand: Bone, l_foot: Bone, r_foot: Bone, l_shoulder: Bone, r_shoulder: Bone, glider: Bone, main: Bone, second: Bone, lantern: Bone, torso: Bone, control: Bone, l_control: Bone, r_control: Bone, } impl CharacterSkeleton { pub fn new() -> Self { Self::default() } } impl Skeleton for CharacterSkeleton { type Attr = SkeletonAttr; fn bone_count(&self) -> usize { 15 } fn compute_matrices(&self) -> [FigureBoneData; 16] { let chest_mat = self.chest.compute_base_matrix(); let torso_mat = self.torso.compute_base_matrix(); let l_hand_mat = self.l_hand.compute_base_matrix(); let r_hand_mat = self.r_hand.compute_base_matrix(); let control_mat = self.control.compute_base_matrix(); let l_control_mat = self.l_control.compute_base_matrix(); let r_control_mat = self.r_control.compute_base_matrix(); let main_mat = self.main.compute_base_matrix(); let second_mat = self.second.compute_base_matrix(); let shorts_mat = self.shorts.compute_base_matrix(); let head_mat = self.head.compute_base_matrix(); [ FigureBoneData::new(torso_mat * chest_mat * head_mat), FigureBoneData::new(torso_mat * chest_mat), FigureBoneData::new(torso_mat * chest_mat * self.belt.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * shorts_mat), FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat), FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * self.glider.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat), FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * second_mat), FigureBoneData::new( torso_mat * chest_mat * shorts_mat * self.lantern.compute_base_matrix(), ), FigureBoneData::default(), ] } fn interpolate(&mut self, target: &Self, dt: f32) { self.head.interpolate(&target.head, dt); self.chest.interpolate(&target.chest, dt); self.belt.interpolate(&target.belt, dt); self.back.interpolate(&target.back, dt); self.shorts.interpolate(&target.shorts, dt); self.l_hand.interpolate(&target.l_hand, dt); self.r_hand.interpolate(&target.r_hand, dt); self.l_foot.interpolate(&target.l_foot, dt); self.r_foot.interpolate(&target.r_foot, dt); self.l_shoulder.interpolate(&target.l_shoulder, dt); self.r_shoulder.interpolate(&target.r_shoulder, dt); self.glider.interpolate(&target.glider, dt); self.main.interpolate(&target.main, dt); self.second.interpolate(&target.second, dt); self.lantern.interpolate(&target.lantern, dt); self.torso.interpolate(&target.torso, dt); self.control.interpolate(&target.control, dt); self.l_control.interpolate(&target.l_control, dt); self.r_control.interpolate(&target.r_control, dt); } } pub struct SkeletonAttr { scaler: f32, head_scale: f32, neck_height: f32, neck_forward: f32, neck_right: f32, weapon_x: f32, weapon_y: f32, } impl SkeletonAttr { pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 { use comp::humanoid::{BodyType::*, Race::*}; match (body.race, body.body_type) { (Orc, Male) => 0.95, (Orc, Female) => 0.8, (Human, Male) => 0.8, (Human, Female) => 0.75, (Elf, Male) => 0.85, (Elf, Female) => 0.8, (Dwarf, Male) => 0.7, (Dwarf, Female) => 0.65, (Undead, Male) => 0.8, (Undead, Female) => 0.75, (Danari, Male) => 0.58, (Danari, Female) => 0.58, } } } impl Default for SkeletonAttr { fn default() -> Self { Self { scaler: 1.0, head_scale: 1.0, neck_height: 1.0, neck_forward: 1.0, neck_right: 1.0, weapon_x: 1.0, weapon_y: 1.0, } } } impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr { type Error = (); fn try_from(body: &'a comp::Body) -> Result { match body { comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)), _ => Err(()), } } } impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr { fn from(body: &'a comp::humanoid::Body) -> Self { use comp::humanoid::{BodyType::*, Race::*}; Self { scaler: SkeletonAttr::calculate_scale(body), head_scale: match (body.race, body.body_type) { (Orc, Male) => 0.9, (Orc, Female) => 1.0, (Human, Male) => 1.0, (Human, Female) => 1.0, (Elf, Male) => 0.95, (Elf, Female) => 1.0, (Dwarf, Male) => 1.0, (Dwarf, Female) => 1.0, (Undead, Male) => 1.0, (Undead, Female) => 1.0, (Danari, Male) => 1.15, (Danari, Female) => 1.15, }, neck_height: match (body.race, body.body_type) { (Orc, Male) => 0.0, (Orc, Female) => 0.0, (Human, Male) => 0.0, (Human, Female) => 0.0, (Elf, Male) => 0.0, (Elf, Female) => 0.0, (Dwarf, Male) => 0.0, (Dwarf, Female) => 0.0, (Undead, Male) => 0.5, (Undead, Female) => 0.5, (Danari, Male) => 0.5, (Danari, Female) => 0.5, }, neck_forward: match (body.race, body.body_type) { (Orc, Male) => 0.0, (Orc, Female) => 0.0, (Human, Male) => 0.5, (Human, Female) => 0.0, (Elf, Male) => 0.5, (Elf, Female) => 0.5, (Dwarf, Male) => 0.5, (Dwarf, Female) => 0.0, (Undead, Male) => 0.5, (Undead, Female) => 0.5, (Danari, Male) => 0.0, (Danari, Female) => 0.0, }, neck_right: match (body.race, body.body_type) { (Orc, Male) => 0.0, (Orc, Female) => 0.0, (Human, Male) => 0.0, (Human, Female) => 0.0, (Elf, Male) => 0.0, (Elf, Female) => 0.0, (Dwarf, Male) => 0.0, (Dwarf, Female) => 0.0, (Undead, Male) => 0.0, (Undead, Female) => 0.0, (Danari, Male) => 0.0, (Danari, Female) => 0.0, }, weapon_x: match ToolKind::Empty { ToolKind::Sword(_) => 0.0, ToolKind::Axe(_) => 3.0, ToolKind::Hammer(_) => 0.0, ToolKind::Shield(_) => 3.0, ToolKind::Staff(_) => 3.0, ToolKind::Bow(_) => 0.0, ToolKind::Dagger(_) => 0.0, ToolKind::Debug(_) => 0.0, ToolKind::Empty => 0.0, }, weapon_y: match ToolKind::Empty { ToolKind::Sword(_) => -1.25, ToolKind::Axe(_) => 0.0, ToolKind::Hammer(_) => -2.0, ToolKind::Shield(_) => 0.0, ToolKind::Staff(_) => 0.0, ToolKind::Bow(_) => -2.0, ToolKind::Dagger(_) => -2.0, ToolKind::Debug(_) => 0.0, ToolKind::Empty => 0.0, }, } } }