veloren/voxygen/anim/src/character/mod.rs

319 lines
11 KiB
Rust

pub mod alpha;
pub mod beam;
pub mod beta;
pub mod block;
pub mod chargeswing;
pub mod climb;
pub mod collect;
pub mod combomelee;
pub mod consume;
pub mod dance;
pub mod dash;
pub mod equip;
pub mod glidewield;
pub mod gliding;
pub mod idle;
pub mod jump;
pub mod leapmelee;
pub mod mount;
pub mod music;
pub mod repeater;
pub mod roll;
pub mod run;
pub mod shockwave;
pub mod shoot;
pub mod sit;
pub mod sneak;
pub mod sneakequip;
pub mod sneakwield;
pub mod spin;
pub mod spinmelee;
pub mod staggered;
pub mod stand;
pub mod stunned;
pub mod swim;
pub mod swimwield;
pub mod talk;
pub mod wallrun;
pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;
use core::{convert::TryFrom, f32::consts::PI};
pub type Body = comp::humanoid::Body;
skeleton_impls!(struct CharacterSkeleton {
+ head,
+ chest,
+ belt,
+ back,
+ shorts,
+ hand_l,
+ hand_r,
+ foot_l,
+ foot_r,
+ shoulder_l,
+ shoulder_r,
+ glider,
+ main,
+ second,
+ lantern,
+ hold,
torso,
control,
control_l,
control_r,
:: // Begin non-bone fields
holding_lantern: bool,
main_weapon_trail: bool,
off_weapon_trail: bool,
// Cannot exist at same time as weapon trails. Since gliding and attacking are mutually exclusive, should never be a concern.
glider_trails: bool,
});
impl CharacterSkeleton {
pub fn new(holding_lantern: bool) -> Self {
Self {
holding_lantern,
..Self::default()
}
}
}
impl Skeleton for CharacterSkeleton {
type Attr = SkeletonAttr;
type Body = Body;
const BONE_COUNT: usize = 16;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"character_compute_mats\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_compute_mats")]
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
body: Self::Body,
) -> Offsets {
// TODO: extract scaler from body to it's own method so we can call that
// directly instead of going through SkeletonAttr? (note todo also
// appiles to other body variant animations)
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
let head_mat = chest_mat * Mat4::<f32>::from(self.head);
let shorts_mat = chest_mat * Mat4::<f32>::from(self.shorts);
let control_mat = chest_mat * Mat4::<f32>::from(self.control);
let control_l_mat = control_mat * Mat4::<f32>::from(self.control_l);
let control_r_mat = control_mat * Mat4::<f32>::from(self.control_r);
let hand_r_mat = control_r_mat * Mat4::<f32>::from(self.hand_r);
let hand_l_mat = Mat4::<f32>::from(self.hand_l);
let lantern_mat = if self.holding_lantern {
hand_r_mat
} else {
shorts_mat
} * Mat4::<f32>::from(self.lantern);
let main_mat = control_l_mat * Mat4::<f32>::from(self.main);
let second_mat = control_r_mat * Mat4::<f32>::from(self.second);
let glider_mat = chest_mat * Mat4::<f32>::from(self.glider);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
make_bone(head_mat),
make_bone(chest_mat),
make_bone(chest_mat * Mat4::<f32>::from(self.belt)),
make_bone(chest_mat * Mat4::<f32>::from(self.back)),
make_bone(shorts_mat),
make_bone(control_l_mat * hand_l_mat),
make_bone(hand_r_mat),
make_bone(torso_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(torso_mat * Mat4::<f32>::from(self.foot_r)),
make_bone(chest_mat * Mat4::<f32>::from(self.shoulder_l)),
make_bone(chest_mat * Mat4::<f32>::from(self.shoulder_r)),
make_bone(glider_mat),
make_bone(main_mat),
make_bone(second_mat),
make_bone(lantern_mat),
// FIXME: Should this be control_l_mat?
make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
];
let weapon_trails = self.main_weapon_trail || self.off_weapon_trail;
Offsets {
lantern: Some((lantern_mat * Vec4::new(0.0, 0.5, -6.0, 1.0)).xyz()),
// TODO: see quadruped_medium for how to animate this
mount_bone: Transform {
position: comp::Body::Humanoid(body)
.mount_offset()
.into_tuple()
.into(),
..Default::default()
},
primary_trail_mat: if weapon_trails {
self.main_weapon_trail
.then_some((main_mat, TrailSource::Weapon))
} else {
self.glider_trails
.then_some((glider_mat, TrailSource::GliderLeft))
},
secondary_trail_mat: if weapon_trails {
self.off_weapon_trail
.then_some((second_mat, TrailSource::Weapon))
} else {
self.glider_trails
.then_some((glider_mat, TrailSource::GliderRight))
},
}
}
}
pub struct SkeletonAttr {
scaler: f32,
head_scale: f32,
head: (f32, f32),
chest: (f32, f32),
belt: (f32, f32),
back: (f32, f32),
shorts: (f32, f32),
hand: (f32, f32, f32),
foot: (f32, f32, f32),
shoulder: (f32, f32, f32),
lantern: (f32, f32, f32),
shl: (f32, f32, f32, f32, f32, f32),
shr: (f32, f32, f32, f32, f32, f32),
sc: (f32, f32, f32, f32, f32, f32),
hhl: (f32, f32, f32, f32, f32, f32),
hhr: (f32, f32, f32, f32, f32, f32),
hc: (f32, f32, f32, f32, f32, f32),
sthl: (f32, f32, f32, f32, f32, f32),
sthr: (f32, f32, f32, f32, f32, f32),
stc: (f32, f32, f32, f32, f32, f32),
ahl: (f32, f32, f32, f32, f32, f32),
ahr: (f32, f32, f32, f32, f32, f32),
ac: (f32, f32, f32, f32, f32, f32),
bhl: (f32, f32, f32, f32, f32, f32),
bhr: (f32, f32, f32, f32, f32, f32),
bc: (f32, f32, f32, f32, f32, f32),
}
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
scaler: 0.0,
head_scale: 0.0,
head: (0.0, 0.0),
chest: (0.0, 0.0),
belt: (0.0, 0.0),
back: (0.0, 0.0),
shorts: (0.0, 0.0),
hand: (0.0, 0.0, 0.0),
foot: (0.0, 0.0, 0.0),
shoulder: (0.0, 0.0, 0.0),
lantern: (0.0, 0.0, 0.0),
shl: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
shr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
sc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
hhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
hhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
hc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
sthl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
sthr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
stc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
ahl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
ahr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
ac: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
bhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
}
}
}
impl<'a> TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(body: &'a Body) -> Self {
use comp::humanoid::{BodyType::*, Species::*};
Self {
scaler: body.scaler(),
head_scale: match (body.species, body.body_type) {
(Orc, Male) => 0.9,
(Orc, Female) => 0.9,
(Human, Male) => 0.9,
(Human, Female) => 0.9,
(Elf, Male) => 0.9,
(Elf, Female) => 0.9,
(Dwarf, Male) => 1.0,
(Dwarf, Female) => 1.0,
(Draugr, Male) => 0.9,
(Draugr, Female) => 0.9,
(Danari, Male) => 1.15,
(Danari, Female) => 1.15,
},
head: match (body.species, body.body_type) {
(Orc, Male) => (-2.0, 9.0),
(Orc, Female) => (-2.0, 9.5),
(Human, Male) => (-2.3, 9.5),
(Human, Female) => (-2.0, 9.5),
(Elf, Male) => (-2.5, 9.5),
(Elf, Female) => (-1.0, 9.5),
(Dwarf, Male) => (-2.0, 10.0),
(Dwarf, Female) => (-2.0, 9.5),
(Draugr, Male) => (-1.5, 8.5),
(Draugr, Female) => (-1.5, 9.5),
(Danari, Male) => (-1.5, 7.0),
(Danari, Female) => (-1.5, 7.0),
},
chest: (0.0, 8.0),
belt: (0.0, -2.0),
back: (-3.1, 7.25),
shorts: (0.0, -5.0),
hand: (7.0, -0.25, 0.5),
foot: (3.4, 0.5, 2.0),
shoulder: (5.0, 0.0, 5.0),
lantern: (5.0, 2.5, 5.5),
shl: (-0.75, -1.0, 0.5, 1.47, -0.2, 0.0),
shr: (0.75, -1.5, -2.5, 1.47, 0.3, 0.0),
sc: (-7.0, 7.0, 2.0, -0.1, 0.0, 0.0),
hhl: (0.1, 0.0, 11.0, 4.71, 0.0, PI),
hhr: (0.0, 0.0, 0.0, 4.71, 0.0, PI),
hc: (6.0, 7.0, 1.0, -0.3, -PI / 2.0, 3.64),
sthl: (0.0, 0.0, 6.0, 1.97, 0.0, 0.0),
sthr: (0.0, 0.0, 0.0, 1.27, 0.2, 0.0),
stc: (-5.0, 7.0, -2.0, -0.3, 0.15, 0.0),
ahl: (-0.5, -1.0, 7.0, 1.17, PI, 0.0),
ahr: (0.0, -1.0, 1.0, -2.0, 0.0, PI),
ac: (-8.0, 11.0, 3.0, 2.0, 0.0, 0.0),
bhl: (0.0, -4.0, 1.0, PI / 2.0, 0.0, 0.0),
bhr: (1.0, 2.0, -2.0, PI / 2.0, 0.0, 0.0),
bc: (-5.0, 9.0, 1.0, 0.0, 1.2, -0.6),
}
}
}