1pub mod basic;
2pub mod boost;
3pub mod climb;
4pub mod collect;
5pub mod consume;
6pub mod crawl;
7pub mod dance;
8pub mod equip;
9pub mod glidewield;
10pub mod gliding;
11pub mod idle;
12pub mod jump;
13pub mod mount;
14pub mod multi;
15pub mod music;
16pub mod pet;
17pub mod roll;
18pub mod run;
19pub mod sit;
20pub mod sleep;
21pub mod sneak;
22pub mod sneakequip;
23pub mod sneakwield;
24pub mod staggered;
25pub mod stand;
26pub mod steer;
27pub mod stunned;
28pub mod swim;
29pub mod swimwield;
30pub mod talk;
31pub mod throw;
32pub mod wallrun;
33pub mod wield;
34
35pub use self::{
37 basic::{BasicAction, BasicActionDependency},
38 boost::BoostAnimation,
39 climb::ClimbAnimation,
40 collect::CollectAnimation,
41 consume::ConsumeAnimation,
42 crawl::CrawlAnimation,
43 dance::DanceAnimation,
44 equip::EquipAnimation,
45 glidewield::GlideWieldAnimation,
46 gliding::GlidingAnimation,
47 idle::IdleAnimation,
48 jump::JumpAnimation,
49 mount::MountAnimation,
50 multi::{MultiAction, MultiActionDependency},
51 music::MusicAnimation,
52 pet::PetAnimation,
53 roll::RollAnimation,
54 run::RunAnimation,
55 sit::SitAnimation,
56 sleep::SleepAnimation,
57 sneak::SneakAnimation,
58 sneakequip::SneakEquipAnimation,
59 sneakwield::SneakWieldAnimation,
60 staggered::StaggeredAnimation,
61 stand::StandAnimation,
62 steer::SteerAnimation,
63 stunned::StunnedAnimation,
64 swim::SwimAnimation,
65 swimwield::SwimWieldAnimation,
66 talk::TalkAnimation,
67 throw::ThrowAnimation,
68 wallrun::WallrunAnimation,
69 wield::WieldAnimation,
70};
71use super::{FigureBoneData, Offsets, Skeleton, TrailSource, make_bone, vek::*};
72use common::comp::{
73 self,
74 tool::{Hands, ToolKind},
75};
76use core::{convert::TryFrom, f32::consts::PI};
77
78pub type Body = comp::humanoid::Body;
79
80skeleton_impls!(struct CharacterSkeleton {
81 + head,
82 + chest,
83 + belt,
84 + back,
85 + shorts,
86 + hand_l,
87 + hand_r,
88 + foot_l,
89 + foot_r,
90 + shoulder_l,
91 + shoulder_r,
92 + glider,
93 + main,
94 + second,
95 + lantern,
96 + hold,
97 torso,
98 control,
99 control_l,
100 control_r,
101 :: holding_lantern: bool,
103 back_carry_offset: f32,
105 main_weapon_trail: bool,
106 off_weapon_trail: bool,
107 glider_trails: bool,
109});
110
111impl CharacterSkeleton {
112 pub fn new(holding_lantern: bool, back_carry_offset: f32) -> Self {
113 Self {
114 holding_lantern,
115 back_carry_offset,
116 ..Self::default()
117 }
118 }
119}
120
121impl Skeleton for CharacterSkeleton {
122 type Attr = SkeletonAttr;
123 type Body = Body;
124
125 const BONE_COUNT: usize = 16;
126 #[cfg(feature = "use-dyn-lib")]
127 const COMPUTE_FN: &'static [u8] = b"character_compute_mats\0";
128
129 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_compute_mats"))]
130 fn compute_matrices_inner(
131 &self,
132 base_mat: Mat4<f32>,
133 buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
134 body: Self::Body,
135 ) -> Offsets {
136 let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
140
141 let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
142 let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
143 let head_mat = chest_mat * Mat4::<f32>::from(self.head);
144 let shorts_mat = chest_mat * Mat4::<f32>::from(self.shorts);
145 let control_mat = chest_mat * Mat4::<f32>::from(self.control);
146 let control_l_mat = control_mat * Mat4::<f32>::from(self.control_l);
147 let control_r_mat = control_mat * Mat4::<f32>::from(self.control_r);
148 let hand_r_mat = control_r_mat * Mat4::<f32>::from(self.hand_r);
149
150 let hand_l_mat = Mat4::<f32>::from(self.hand_l);
151 let lantern_mat = if self.holding_lantern {
152 hand_r_mat
153 } else {
154 shorts_mat
155 } * Mat4::<f32>::from(self.lantern);
156 let main_mat = control_l_mat * Mat4::<f32>::from(self.main);
157 let second_mat = control_r_mat * Mat4::<f32>::from(self.second);
158 let glider_mat = chest_mat * Mat4::<f32>::from(self.glider);
159
160 *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
161 make_bone(head_mat),
162 make_bone(chest_mat),
163 make_bone(chest_mat * Mat4::<f32>::from(self.belt)),
164 make_bone(chest_mat * Mat4::<f32>::from(self.back)),
165 make_bone(shorts_mat),
166 make_bone(control_l_mat * hand_l_mat),
167 make_bone(hand_r_mat),
168 make_bone(torso_mat * Mat4::<f32>::from(self.foot_l)),
169 make_bone(torso_mat * Mat4::<f32>::from(self.foot_r)),
170 make_bone(chest_mat * Mat4::<f32>::from(self.shoulder_l)),
171 make_bone(chest_mat * Mat4::<f32>::from(self.shoulder_r)),
172 make_bone(glider_mat),
173 make_bone(main_mat),
174 make_bone(second_mat),
175 make_bone(lantern_mat),
176 make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
178 ];
179
180 let mount_position = (chest_mat * Vec4::from_point(Vec3::new(5.5, 0.0, 6.5)))
183 .homogenized()
184 .xyz();
185 let mount_orientation =
188 self.torso.orientation * self.chest.orientation * Quaternion::rotation_y(0.4);
189
190 let weapon_trails = self.main_weapon_trail || self.off_weapon_trail;
191 Offsets {
192 lantern: Some((lantern_mat * Vec4::new(0.0, 0.5, -6.0, 1.0)).xyz()),
193 viewpoint: Some((head_mat * Vec4::new(0.0, 0.0, 4.0, 1.0)).xyz()),
194 mount_bone: Transform {
195 position: mount_position,
196 orientation: mount_orientation,
197 scale: Vec3::one(),
198 },
199 primary_trail_mat: if weapon_trails {
200 self.main_weapon_trail
201 .then_some((main_mat, TrailSource::Weapon))
202 } else {
203 self.glider_trails
204 .then_some((glider_mat, TrailSource::GliderLeft))
205 },
206 secondary_trail_mat: if weapon_trails {
207 self.off_weapon_trail
208 .then_some((second_mat, TrailSource::Weapon))
209 } else {
210 self.glider_trails
211 .then_some((glider_mat, TrailSource::GliderRight))
212 },
213 ..Default::default()
214 }
215 }
216}
217
218pub struct SkeletonAttr {
219 scaler: f32,
220 head_scale: f32,
221 head: (f32, f32),
222 chest: (f32, f32),
223 belt: (f32, f32),
224 back: (f32, f32),
225 shorts: (f32, f32),
226 hand: (f32, f32, f32),
227 foot: (f32, f32, f32),
228 shoulder: (f32, f32, f32),
229 lantern: (f32, f32, f32),
230 shl: (f32, f32, f32, f32, f32, f32),
231 shr: (f32, f32, f32, f32, f32, f32),
232 sc: (f32, f32, f32, f32, f32, f32),
233 hhl: (f32, f32, f32, f32, f32, f32),
234 hhr: (f32, f32, f32, f32, f32, f32),
235 hc: (f32, f32, f32, f32, f32, f32),
236 sthl: (f32, f32, f32, f32, f32, f32),
237 sthr: (f32, f32, f32, f32, f32, f32),
238 stc: (f32, f32, f32, f32, f32, f32),
239 ahl: (f32, f32, f32, f32, f32, f32),
240 ahr: (f32, f32, f32, f32, f32, f32),
241 ac: (f32, f32, f32, f32, f32, f32),
242 bhl: (f32, f32, f32, f32, f32, f32),
243 bhr: (f32, f32, f32, f32, f32, f32),
244 bc: (f32, f32, f32, f32, f32, f32),
245}
246
247impl Default for SkeletonAttr {
248 fn default() -> Self {
249 Self {
250 scaler: 0.0,
251 head_scale: 0.0,
252 head: (0.0, 0.0),
253 chest: (0.0, 0.0),
254 belt: (0.0, 0.0),
255 back: (0.0, 0.0),
256 shorts: (0.0, 0.0),
257 hand: (0.0, 0.0, 0.0),
258 foot: (0.0, 0.0, 0.0),
259 shoulder: (0.0, 0.0, 0.0),
260 lantern: (0.0, 0.0, 0.0),
261 shl: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
262 shr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
263 sc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
264 hhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
265 hhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
266 hc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
267 sthl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
268 sthr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
269 stc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
270 ahl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
271 ahr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
272 ac: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
273 bhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
274 bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
275 bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
276 }
277 }
278}
279
280impl<'a> TryFrom<&'a comp::Body> for SkeletonAttr {
281 type Error = ();
282
283 fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
284 match body {
285 comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
286 _ => Err(()),
287 }
288 }
289}
290
291impl<'a> From<&'a Body> for SkeletonAttr {
292 fn from(body: &'a Body) -> Self {
293 use comp::humanoid::{BodyType::*, Species::*};
294 Self {
295 scaler: body.scaler(),
296 head_scale: match (body.species, body.body_type) {
297 (Orc, Male) => 0.9,
298 (Orc, Female) => 0.9,
299 (Human, Male) => 0.9,
300 (Human, Female) => 0.9,
301 (Elf, Male) => 0.9,
302 (Elf, Female) => 0.9,
303 (Dwarf, Male) => 1.0,
304 (Dwarf, Female) => 1.0,
305 (Draugr, Male) => 0.9,
306 (Draugr, Female) => 0.9,
307 (Danari, Male) => 1.15,
308 (Danari, Female) => 1.15,
309 },
310 head: match (body.species, body.body_type) {
311 (Orc, Male) => (-2.0, 9.0),
312 (Orc, Female) => (-2.0, 9.5),
313 (Human, Male) => (-2.3, 9.5),
314 (Human, Female) => (-2.0, 9.5),
315 (Elf, Male) => (-2.5, 9.5),
316 (Elf, Female) => (-1.0, 9.5),
317 (Dwarf, Male) => (-2.0, 10.0),
318 (Dwarf, Female) => (-2.0, 9.5),
319 (Draugr, Male) => (-1.5, 8.5),
320 (Draugr, Female) => (-1.5, 9.5),
321 (Danari, Male) => (-1.5, 7.0),
322 (Danari, Female) => (-1.5, 7.0),
323 },
324 chest: (0.0, 8.0),
325 belt: (0.0, -2.0),
326 back: (-3.1, 7.25),
327 shorts: (0.0, -5.0),
328 hand: (7.0, -0.25, 0.5),
329 foot: (3.4, 0.5, 2.0),
330 shoulder: (5.0, 0.0, 5.0),
331 lantern: (5.0, 2.5, 5.5),
332 shl: (-0.75, -1.0, 0.5, 1.47, -0.2, 0.0),
333 shr: (0.75, -1.5, -2.5, 1.47, 0.3, 0.0),
334 sc: (-6.0, 6.0, 0.0, -0.5, 0.0, 0.0),
335 hhl: (0.1, 0.0, 11.0, 4.71, 0.0, PI),
336 hhr: (0.0, 0.0, 0.0, 4.71, 0.0, PI),
337 hc: (6.0, 7.0, 1.0, -0.3, -PI / 2.0, 3.64),
338 sthl: (0.0, 0.0, 6.0, 1.97, 0.0, 0.0),
339 sthr: (0.0, 0.0, 0.0, 1.27, 0.2, 0.0),
340 stc: (-5.0, 7.0, -2.0, -0.3, 0.15, 0.0),
341 ahl: (-0.5, -1.0, 7.0, 1.17, PI, 0.0),
342 ahr: (0.0, -1.0, 1.0, -2.0, 0.0, PI),
343 ac: (-8.0, 11.0, 3.0, 2.0, 0.0, 0.0),
344 bhl: (0.0, -4.0, 1.0, PI / 2.0, 0.0, 0.0),
345 bhr: (1.0, 2.0, -2.0, PI / 2.0, 0.0, 0.0),
346 bc: (-5.0, 9.0, 1.0, 0.0, 1.2, -0.6),
347 }
348 }
349}
350
351impl CharacterSkeleton {
352 pub fn do_tools_on_back(
355 &mut self,
356 hands: (Option<Hands>, Option<Hands>),
357 active_tool_kind: Option<ToolKind>,
358 second_tool_kind: Option<ToolKind>,
359 ) {
360 match (hands, active_tool_kind, second_tool_kind) {
361 ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
362 Some(ToolKind::Bow) => {
363 self.main.position = Vec3::new(0.0, -5.0 - self.back_carry_offset, 6.0);
364 self.main.orientation =
365 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
366 },
367 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
368 self.main.position = Vec3::new(2.0, -5.0 - self.back_carry_offset, -1.0);
369 self.main.orientation =
370 Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
371 },
372 Some(ToolKind::Shield) => {
373 self.main.position = Vec3::new(-2.0, -3.0 - self.back_carry_offset, 1.0);
374 self.main.orientation =
375 Quaternion::rotation_y(-0.75) * Quaternion::rotation_z(PI / 2.0);
376 },
377 _ => {
378 self.main.position = Vec3::new(-7.0, -5.0 - self.back_carry_offset, 15.0);
379 self.main.orientation =
380 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
381 },
382 },
383 ((_, _), _, _) => {},
384 }
385
386 match hands {
387 (Some(Hands::One), _) => match active_tool_kind {
388 Some(ToolKind::Dagger) => {
389 self.main.position = Vec3::new(5.0, 1.0 - self.back_carry_offset, 2.0);
390 self.main.orientation =
391 Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
392 },
393 Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
394 self.main.position = Vec3::new(-4.0, -4.5 - self.back_carry_offset, 10.0);
395 self.main.orientation =
396 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
397 },
398 Some(ToolKind::Shield) => {
399 self.main.position = Vec3::new(-2.0, -4.0 - self.back_carry_offset, 3.0);
400 self.main.orientation =
401 Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
402 },
403 Some(ToolKind::Throwable) => {
404 self.main.position = Vec3::new(-6.0, 0.0, -4.0);
405 self.main.scale = Vec3::zero();
406 },
407 _ => {},
408 },
409 (_, _) => {},
410 }
411 match hands {
412 (None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
413 Some(ToolKind::Dagger) => {
414 self.second.position = Vec3::new(-5.0, 1.0 - self.back_carry_offset, 2.0);
415 self.second.orientation =
416 Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
417 },
418 Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
419 self.second.position = Vec3::new(4.0, -5.0 - self.back_carry_offset, 10.0);
420 self.second.orientation =
421 Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
422 },
423 Some(ToolKind::Shield) => {
424 self.second.position = Vec3::new(1.5, -4.0 - self.back_carry_offset, 3.0);
425 self.second.orientation =
426 Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
427 },
428 Some(ToolKind::Throwable) => {
429 self.second.position = Vec3::new(6.0, 0.0, -4.0);
430 self.second.scale = Vec3::zero();
431 },
432 _ => {},
433 },
434 (_, _) => {},
435 }
436 }
437
438 pub fn do_hold_lantern(
441 &mut self,
442 s_a: &SkeletonAttr,
443 anim_time: f32,
444 acc_vel: f32,
445 speednorm: f32,
446 impact: f32,
447 tilt: f32,
448 ) {
449 let lab = 2.0 / s_a.scaler;
450
451 let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt())
452 * ((acc_vel * lab * 1.6 + PI * 0.5).sin());
453
454 let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
455 * ((acc_vel * lab * 1.6).sin());
456
457 self.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
458 self.lantern.orientation = Quaternion::rotation_x(shorte * 0.7 * speednorm.powi(2) + 0.4)
459 * Quaternion::rotation_y(shorte * 0.4 * speednorm.powi(2));
460 self.lantern.scale = Vec3::one() * 0.65;
461 self.hold.scale = Vec3::one() * 0.0;
462
463 if self.holding_lantern {
464 self.hand_r.position = Vec3::new(
465 s_a.hand.0 + 1.0,
466 s_a.hand.1 + 2.0 - impact * 0.2,
467 s_a.hand.2 + 12.0 + impact * -0.1,
468 );
469 self.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
470 self.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 + 2.0);
471
472 let fast = (anim_time * 8.0).sin();
473 let fast2 = (anim_time * 6.0 + 8.0).sin();
474
475 self.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
476 self.lantern.orientation = self.hand_r.orientation.inverse()
477 * Quaternion::rotation_x(
478 (fast + 0.5) * 1.0 * speednorm + (tilt.abs() * 2.0).min(PI * 0.5),
479 )
480 * Quaternion::rotation_y(tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25);
481 }
482 }
483}
484
485pub fn hammer_start(next: &mut CharacterSkeleton, s_a: &SkeletonAttr) {
486 next.main.position = Vec3::new(0.0, 0.0, 0.0);
487 next.main.orientation = Quaternion::rotation_z(0.0);
488 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
489 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
490 * Quaternion::rotation_y(s_a.hhl.4)
491 * Quaternion::rotation_z(s_a.hhl.5);
492 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
493 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
494 * Quaternion::rotation_y(s_a.hhr.4)
495 * Quaternion::rotation_z(s_a.hhr.5);
496
497 next.control.position = Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 - 3.0);
498 next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
499 * Quaternion::rotation_y(s_a.hc.4)
500 * Quaternion::rotation_z(s_a.hc.5);
501}
502
503pub fn twist_back(next: &mut CharacterSkeleton, move1: f32, c: f32, h: f32, b: f32, s: f32) {
504 next.chest.orientation.rotate_z(move1 * c);
505 next.head.orientation.rotate_z(move1 * -h);
506 next.belt.orientation.rotate_z(move1 * -b);
507 next.shorts.orientation.rotate_z(move1 * -s);
508}
509
510pub fn twist_forward(next: &mut CharacterSkeleton, move2: f32, c: f32, h: f32, b: f32, s: f32) {
511 next.chest.orientation.rotate_z(move2 * -c);
512 next.head.orientation.rotate_z(move2 * h);
513 next.belt.orientation.rotate_z(move2 * b);
514 next.shorts.orientation.rotate_z(move2 * s);
515}
516
517pub fn dual_wield_start(next: &mut CharacterSkeleton) {
518 next.main.position = Vec3::new(0.0, 0.0, 0.0);
519 next.main.orientation = Quaternion::rotation_z(0.0);
520 next.second.position = Vec3::new(0.0, 0.0, 0.0);
521 next.second.orientation = Quaternion::rotation_z(0.0);
522
523 next.control_l.position =
524 next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0);
525 next.control_l.orientation = Quaternion::lerp(
526 next.hand_l.orientation,
527 Quaternion::rotation_x(PI * -0.5),
528 0.65,
529 );
530 next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
531 next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5);
532
533 next.control_r.position =
534 next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0);
535 next.control_r.orientation = Quaternion::lerp(
536 next.hand_r.orientation,
537 Quaternion::rotation_x(PI * -0.5),
538 0.65,
539 );
540 next.hand_r.position = Vec3::new(0.0, -2.0, 0.0);
541 next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5);
542}