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https://gitlab.com/veloren/veloren.git
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406 lines
17 KiB
Rust
406 lines
17 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use core::{f32::consts::PI, ops::Mul};
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pub struct RunAnimation;
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type RunAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<Vec3<f32>>,
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);
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impl Animation for RunAnimation {
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type Dependency<'a> = RunAnimationDependency;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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second_tool_kind,
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hands,
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velocity,
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orientation,
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last_ori,
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global_time,
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avg_vel,
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acc_vel,
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wall,
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): Self::Dependency<'_>,
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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 speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let impact = (avg_vel.z).max(-8.0);
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let speednorm = (speed / 9.4).powf(0.6);
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let lab: f32 = 0.8;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 0.4).sin());
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let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
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let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();
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let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin();
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let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin();
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let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin();
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let footstrafer = (acc_vel * 1.6 * lab + PI * (0.95)).sin();
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let footvertl = (acc_vel * 1.6 * lab).sin();
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let footvertr = (acc_vel * 1.6 * lab + PI).sin();
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let footvertsl = (acc_vel * 1.6 * lab).sin();
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let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
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let shortalt = (acc_vel * lab * 3.2 + PI / 1.0).sin();
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let shortalt2 = (acc_vel * lab * 3.2).sin();
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let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
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let side =
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(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
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let sideabs = side.abs();
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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let head_look = Vec2::new(
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(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
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(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
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);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + short * 0.1);
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next.head.orientation =
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Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.06)
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* Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05);
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + 1.0 * speednorm + shortalt * -0.2,
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);
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next.chest.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -0.6)
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* Quaternion::rotation_y(tilt * 1.6)
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* Quaternion::rotation_x(
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impact * 0.06 + shortalt2 * 0.03 + speednorm * -0.5 + (tilt.abs()),
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);
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next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm)
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* Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
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* Quaternion::rotation_y(tilt * 0.5);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation =
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Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02);
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next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
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* Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
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* Quaternion::rotation_y(tilt * 0.7);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 + foothorir * -1.3 * speednorm,
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3.0 * speednorm + s_a.hand.1 + foothorir * -7.0 * speednorm,
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1.5 * speednorm + s_a.hand.2 - foothorir * 5.5 * speednorm,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.2) * speednorm)
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* Quaternion::rotation_y(footrotr * 0.4 * speednorm);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + foothoril * 1.3 * speednorm,
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3.0 * speednorm + s_a.hand.1 + foothoril * -7.0 * speednorm,
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1.5 * speednorm + s_a.hand.2 - foothoril * 5.5 * speednorm,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.2) * speednorm)
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* Quaternion::rotation_y(footrotl * -0.4 * speednorm);
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//
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
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s_a.foot.1
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+ (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm)
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+ (direction * 5.0).max(0.0),
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s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -2.5 * speednorm).max(-1.0)))
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+ side * ((footvertsl * 1.5).max(-1.0)),
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);
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next.foot_l.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 + foothoril * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
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tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3),
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) * Quaternion::rotation_z(side * 0.2);
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next.foot_r.position = Vec3::new(
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s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
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s_a.foot.1
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+ (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm)
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+ (direction * 5.0).max(0.0),
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s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -2.5 * speednorm).max(-1.0)))
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+ side * ((footvertsr * -1.5).max(-1.0)),
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);
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next.foot_r.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 + foothorir * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
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tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
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) * Quaternion::rotation_z(side * 0.2);
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//
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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let main_tool = if let (None, Some(Hands::Two)) = hands {
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second_tool_kind
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} else {
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active_tool_kind
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};
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation =
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Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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},
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0 + shorte * -0.2);
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},
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}
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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_ => {
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next.second.position = Vec3::new(-7.0, -5.0, 15.0);
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next.second.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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}
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next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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next.lantern.orientation =
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Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.scale = Vec3::one() * 0.0;
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0,
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s_a.hand.1 + 2.0 - impact * 0.2,
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s_a.hand.2 + 12.0 + impact * -0.1,
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);
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next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
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let fast = (anim_time * 8.0).sin();
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let fast2 = (anim_time * 6.0 + 8.0).sin();
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next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
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next.lantern.orientation = next.hand_r.orientation.inverse()
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* Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm)
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* Quaternion::rotation_y(tilt * 4.0 * fast + tilt * 3.0 + fast2 * speednorm * 0.25);
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}
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(-4.0, -5.0, 10.0);
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next.main.orientation =
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Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.second.position = Vec3::new(4.0, -6.0, 10.0);
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next.second.orientation =
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Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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next.second.scale = match hands {
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(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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if wall.map_or(false, |e| e.y > 0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = -(orientation.x).min(0.0);
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let left_sub = (orientation.x).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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} else if wall.map_or(false, |e| e.y < -0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = (orientation.x).max(0.0);
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let left_sub = -(orientation.x).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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} else if wall.map_or(false, |e| e.x < -0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = -(orientation.y).min(0.0);
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let left_sub = (orientation.y).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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} else if wall.map_or(false, |e| e.x > 0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = (orientation.y).max(0.0);
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let left_sub = -(orientation.y).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
|
);
|
|
next.hand_r.position = Vec3::new(
|
|
s_a.hand.0,
|
|
s_a.hand.1,
|
|
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
|
);
|
|
next.hand_l.orientation =
|
|
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
|
* Quaternion::rotation_y(1.0 * left_sub)
|
|
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
|
* Quaternion::rotation_y(-1.0 * right_sub)
|
|
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
|
};
|
|
|
|
next
|
|
}
|
|
}
|