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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
fixed swimming, better charge
This commit is contained in:
parent
a6537ed69b
commit
047f6b8a01
@ -34,9 +34,9 @@ impl Animation for AttackAnimation {
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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* ((anim_time as f32 * lab as f32 * 11.0).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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@ -462,11 +462,9 @@ impl Animation for AttackAnimation {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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skeleton_attr.neck_height + 14.0,
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_y(decel * -0.1);
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next.head.ori = Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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@ -475,17 +473,14 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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@ -24,23 +24,20 @@ impl Animation for ChargeAnimation {
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 15.0).sin());
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* ((anim_time as f32 * lab as f32 * 25.0).sin());
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let wave_cos = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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@ -58,12 +55,12 @@ impl Animation for ChargeAnimation {
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next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_z(0.0);
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next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
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next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.0);
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next.shorts.offset = Vec3::new(0.0, 3.0, -3.0);
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next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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@ -78,19 +75,18 @@ impl Animation for ChargeAnimation {
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 3.0);
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next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + slow * 0.1);
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* Quaternion::rotation_z(1.4 + slow * 0.2);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
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next.l_foot.offset = Vec3::new(-1.4, foot * 3.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
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next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 3.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
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next.r_foot.scale = Vec3::one();
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},
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_ => {},
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}
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@ -216,17 +216,15 @@ impl Animation for EquipAnimation {
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* 0.1,
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);
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if velocity > 0.5 {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x- short * 0.2)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.2)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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@ -234,32 +232,30 @@ impl Animation for EquipAnimation {
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.15);
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next.belt.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.15);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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} else {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x)
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* Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
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next.l_foot.scale = Vec3::one();
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@ -268,23 +264,21 @@ impl Animation for EquipAnimation {
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next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
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next.r_foot.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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next
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next
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}
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}
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@ -76,7 +76,7 @@ impl Animation for JumpAnimation {
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next.r_shoulder.ori = Quaternion::rotation_x(-wave_stop_alt * 0.3);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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@ -21,10 +21,10 @@ pub mod wield;
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pub use self::{
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attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
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charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
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gliding::GlidingAnimation, idle::IdleAnimation,
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idlewield::IdleWieldAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation,
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shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation,
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swim::SwimAnimation, wield::WieldAnimation,
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gliding::GlidingAnimation, idle::IdleAnimation, idlewield::IdleWieldAnimation,
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jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
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sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
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wield::WieldAnimation,
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};
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use super::{Bone, Skeleton};
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@ -128,7 +128,7 @@ impl Animation for RunAnimation {
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next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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@ -94,214 +94,7 @@ impl Animation for SpinAnimation {
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
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//0,1,5
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0);
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next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + 1.57);
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next.control.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -4.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||
* Quaternion::rotation_y(slow * 1.5)
|
||||
* Quaternion::rotation_z(1.4 + slow * 0.5);
|
||||
next.control.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 8.0);
|
||||
|
@ -79,7 +79,7 @@ impl Animation for StandAnimation {
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
|
||||
|
||||
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.ori = Quaternion::rotation_y(0.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
|
@ -6,101 +6,112 @@ use vek::*;
|
||||
pub struct SwimAnimation;
|
||||
|
||||
impl Animation for SwimAnimation {
|
||||
type Dependency = (Option<ToolKind>, f32, f32, f64);
|
||||
type Dependency = (Option<ToolKind>, Vec3<f32>, f32, f64);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_active_tool_kind, velocity, orientation, global_time): Self::Dependency,
|
||||
(_active_tool_kind, velocity, _orientation, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave = (anim_time as f32 * velocity * 1.2).sin();
|
||||
let wave_cos = (anim_time as f32 * velocity * 1.2).cos();
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
*rate = speed;
|
||||
|
||||
let lab = 1.0;
|
||||
let long = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 0.8).sin());
|
||||
|
||||
let short = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 1.6).sin());
|
||||
|
||||
let shortalt = (((5.0)
|
||||
/ (1.5
|
||||
+ 3.5
|
||||
* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin());
|
||||
|
||||
let foot = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 1.6).sin());
|
||||
|
||||
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin();
|
||||
|
||||
let wave_diff = (anim_time as f32 * velocity * 0.6).sin();
|
||||
let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos();
|
||||
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
((global_time + anim_time) as f32 / 18.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.2,
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
((global_time + anim_time) as f32 / 18.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.1,
|
||||
);
|
||||
|
||||
let vel = Vec2::from(velocity);
|
||||
let ori = (Vec2::from(orientation)).normalized();
|
||||
|
||||
let _tilt = if Vec2::new(ori, vel)
|
||||
.map(|v| Vec2::<f32>::from(v).magnitude_squared())
|
||||
.reduce_partial_min()
|
||||
> 0.001
|
||||
{
|
||||
vel.normalized().dot(ori.normalized()).min(1.0).acos()
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + wave_cos * 1.3,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.3,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
|
||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
|
||||
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1);
|
||||
next.chest.ori = Quaternion::rotation_z(short * 0.3);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_cos * 1.1);
|
||||
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(short * 0.25);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_cos * 1.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + wave_cos_dub * 1.0,
|
||||
-0.25 + wave_cos * 5.0,
|
||||
5.0 - wave * 1.5,
|
||||
-6.0 + wave_stop * -1.0,
|
||||
-0.25 + short * 3.0,
|
||||
4.0 + short * -1.5,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
|
||||
next.l_hand.ori =
|
||||
Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
6.0 - wave_cos_dub * 1.0,
|
||||
-0.25 - wave_cos * 5.0,
|
||||
5.0 + wave * 1.5,
|
||||
6.0 + wave_stop * 1.0,
|
||||
-0.25 + short * -3.0,
|
||||
4.0 + short * 1.5,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
|
||||
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 6.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
|
||||
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
|
||||
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 6.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
|
||||
next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
@ -110,10 +121,9 @@ impl Animation for SwimAnimation {
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
18.0,
|
||||
15.0,
|
||||
);
|
||||
next.main.ori =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.second.offset = Vec3::new(
|
||||
@ -128,9 +138,9 @@ impl Animation for SwimAnimation {
|
||||
next.lantern.ori = Quaternion::rotation_y(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005)
|
||||
Quaternion::rotation_x(wave_stop * speed * -0.05 + wave_stop * speed * -0.005)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
@ -145,6 +155,7 @@ impl Animation for SwimAnimation {
|
||||
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.r_control.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_control.scale = Vec3::one();
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -454,7 +454,7 @@ impl FigureMgr {
|
||||
// Swim
|
||||
(_, _, true) => anim::character::SwimAnimation::update_skeleton(
|
||||
&CharacterSkeleton::new(),
|
||||
(active_tool_kind, vel.0.magnitude(), ori.0.magnitude(), time),
|
||||
(active_tool_kind, vel.0, ori.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -565,13 +565,13 @@ impl FigureMgr {
|
||||
)
|
||||
}*/
|
||||
CharacterState::Equipping { .. } => {
|
||||
anim::character::EquipAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
anim::character::EquipAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Wielding { .. } => {
|
||||
if vel.0.magnitude_squared() > 0.5 {
|
||||
|
Loading…
Reference in New Issue
Block a user