third attack for triple strike

This commit is contained in:
jshipsey 2020-03-27 01:57:30 -04:00
parent 1c3d1d260c
commit 0ffff86e25
8 changed files with 67 additions and 65 deletions

View File

@ -22,8 +22,8 @@ impl Animation for AlphaAnimation {
let lab = 1.0;
let foot = (((5.0)
/ (1.1
+ 3.9
/ (0.2
+ 4.8
* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
@ -91,11 +91,13 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_z(1.4 + slow * 0.5);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
next.l_foot.ori =
Quaternion::rotation_x(foot * -0.6) * Quaternion::rotation_y(foot * 0.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
next.r_foot.ori =
Quaternion::rotation_x(foot * 0.6) * Quaternion::rotation_y(foot * -0.2);
next.r_foot.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)
@ -226,8 +228,8 @@ impl Animation for AlphaAnimation {
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
next.control.offset = Vec3::new(-6.0, 3.0 + slower * 2.0, 8.0 + slower * 5.0);
next.control.ori = Quaternion::rotation_x(-0.2 + slower * 1.8)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4 + 1.57);
next.control.scale = Vec3::one();

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@ -1,6 +1,5 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
use vek::*;
pub struct BetaAnimation;
@ -11,7 +10,7 @@ impl Animation for BetaAnimation {
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, velocity, _global_time): Self::Dependency,
(active_tool_kind, _velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
@ -21,28 +20,22 @@ impl Animation for BetaAnimation {
let lab = 1.0;
let fast = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 28.0).sin());
let footquick = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 14.0).sin());
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()).powf(2.0 as f32)))
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
* ((anim_time as f32 * lab as f32 * 14.0).sin());
let slow = (((5.0)
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32)))
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 11.0).sin());
let slower = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let slowax = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
* ((anim_time as f32 * lab as f32 * 14.0).sin());
match active_tool_kind {
//TODO: Inventory
@ -52,23 +45,27 @@ impl Animation for BetaAnimation {
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(slow * 0.08)
* Quaternion::rotation_x(0.0 + slow * 0.08)
* Quaternion::rotation_y(slow * -0.08);
next.head.ori = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * -0.2)
* Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2);
next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(0.0 + slow * 0.2)
* Quaternion::rotation_y(slow * -0.1);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = next.chest.ori * -0.2;
next.belt.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1)
* Quaternion::rotation_y(slow * -0.04);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = next.chest.ori * -0.15;
next.shorts.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1)
* Quaternion::rotation_y(slow * -0.05);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
@ -83,17 +80,19 @@ impl Animation for BetaAnimation {
* 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.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
next.control.ori = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 1.5 + 0.7)
* Quaternion::rotation_z(1.4 + slow * 0.5);
* Quaternion::rotation_y(slow * 2.0 + 0.7)
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
next.l_foot.offset = Vec3::new(-3.4, footquick * -9.5, 8.0);
next.l_foot.ori = Quaternion::rotation_x(footquick * 0.3)
* Quaternion::rotation_y(footquick * -0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
next.r_foot.offset = Vec3::new(3.4, footquick * 9.5, 8.0);
next.r_foot.ori = Quaternion::rotation_x(footquick * -0.3)
* Quaternion::rotation_y(footquick * 0.2);
next.r_foot.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)

View File

@ -80,11 +80,11 @@ impl Animation for ChargeAnimation {
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.1 + slow * 0.2);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-1.4, foot * 3.0, 8.0);
next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 3.0, 8.0);
next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
next.r_foot.scale = Vec3::one();
},

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@ -1,4 +1,5 @@
pub mod alpha;
pub mod beta;
pub mod block;
pub mod blockidle;
pub mod charge;
@ -18,11 +19,11 @@ pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation,
run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation,
stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation,
equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation,
roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation,
spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
};
use super::{Bone, Skeleton};

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@ -82,7 +82,7 @@ impl Animation for RunAnimation {
* 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 + short * 1.1);
next.chest.offset = Vec3::new(0.0, 0.0, 10.5 + short * 1.1);
next.chest.ori = Quaternion::rotation_z(short * 0.3);
next.chest.scale = Vec3::one();
@ -97,7 +97,7 @@ impl Animation for RunAnimation {
next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0,
-0.25 + short * 3.0,
4.0 + short * -1.5,
5.0 + short * -1.5,
);
next.l_hand.ori =
Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1);
@ -106,17 +106,17 @@ impl Animation for RunAnimation {
next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.0,
-0.25 + short * -3.0,
4.0 + short * 1.5,
5.0 + short * 1.5,
);
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, foot * 1.0, 6.0);
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.5);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 6.0);
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.5);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
next.r_foot.scale = Vec3::one();
@ -152,7 +152,7 @@ impl Animation for RunAnimation {
next.lantern.ori = Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.0) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * speed * -0.05 + wave_stop * speed * -0.005)
* Quaternion::rotation_y(tilt);

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@ -56,16 +56,16 @@ impl Animation for SpinAnimation {
next.control.scale = Vec3::one();
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward + decel * -0.8,
-2.0 + skeleton_attr.neck_forward + spin * -0.8,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(decel * -0.25)
* Quaternion::rotation_x(0.0 + decel * -0.1)
* Quaternion::rotation_y(decel * 0.1);
next.head.ori = Quaternion::rotation_z(spin * -0.25)
* Quaternion::rotation_x(0.0 + spin * -0.1)
* Quaternion::rotation_y(spin * -0.2);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(decel * 0.1)
* Quaternion::rotation_x(0.0 + decel * 0.1)
next.chest.ori = Quaternion::rotation_z(spin * 0.1)
* Quaternion::rotation_x(0.0 + spin * 0.1)
* Quaternion::rotation_y(decel * -0.2);
next.chest.scale = Vec3::one();

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@ -237,15 +237,15 @@ impl Animation for WieldAnimation {
next.shorts.ori = Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
next.l_foot.offset = Vec3::new(-3.4, -2.5, 9.0);
next.l_foot.ori = Quaternion::rotation_x(ultra_slow_cos * 0.035 - 0.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
next.r_foot.offset = Vec3::new(3.4, 3.5, 9.0);
next.r_foot.ori = Quaternion::rotation_x(ultra_slow * 0.035);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

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@ -527,7 +527,7 @@ impl FigureMgr {
)
},
triple_strike::Stage::Third => {
anim::character::AlphaAnimation::update_skeleton(
anim::character::BetaAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,