Improve adaptative quadmed run

This commit is contained in:
Snowram 2020-08-27 03:40:57 +02:00 committed by jshipsey
parent 883aa1754b
commit 1097dbcc25

View File

@ -34,7 +34,7 @@ impl Animation for RunAnimation {
} else {
0.9 * (1.0 * skeleton_attr.tempo)
};
let canceler = speed / 24.0;
let canceler = speed / 25.0;
let short = (((1.0)
/ (0.72
+ 0.28
@ -44,7 +44,7 @@ impl Animation for RunAnimation {
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15).sin());
//
let shortalt = (anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 0.35).sin();
let shortalt = (anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 3.0 / 8.0).sin();
let look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
@ -58,39 +58,40 @@ impl Animation for RunAnimation {
* 0.25,
);
let speedadjust = if speed < 5.0 { 0.0 } else { speed };
let shift1 = speedadjust / 24.0 * 0.0;
let shift2 = speedadjust / 24.0 * PI / -4.0;
let shift3 = speedadjust / 24.0 * PI / 2.0;
let shift4 = speedadjust / 24.0 * PI / 4.0;
let speedadjust = if speed < 5.0 { 0.0 } else { speed / 25.0 };
let shift1 = speedadjust - PI / 2.0 - speedadjust * PI * 3.0 / 4.0;
let shift2 = speedadjust + PI / 2.0 + speedadjust * PI / 2.0;
let shift3 = speedadjust + PI / 4.0 - speedadjust * PI / 4.0;
let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;
//FL
let foot1a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ PI * (0.0 + canceler * 0.08 + shift1))
+ 0.0 + canceler * 0.08 + shift1)
.sin(); //1.5
let foot1b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ PI * (0.4 + canceler * 0.08 + shift1))
+ 0.4 + canceler * 0.08 + shift1)
.sin(); //1.9
//FR
let foot2a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (PI / 4.0 + shift2)).sin(); //1.2
(anim_time as f32 * (16.0) * lab as f32 * speedmult + shift2).sin(); //1.2
let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ PI * (0.4 + PI / 4.0 + shift2))
+ 0.4 + shift2)
.sin(); //1.6
//BL
let foot3a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (0.0 + shift3)).sin(); //0.0
(anim_time as f32 * (16.0) * lab as f32 * speedmult + shift3).sin(); //0.0
let foot3b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (0.4 + shift3)).sin(); //0.4
(anim_time as f32 * (16.0) * lab as f32 * speedmult
+ 0.4 + shift3).sin(); //0.4
//BR
let foot4a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ PI * (0.0 + canceler * 0.15 + PI / 4.0 + shift4))
+ 0.0 + canceler * 0.15 + shift4)
.sin(); //0.3
let foot4b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ PI * (0.4 + canceler * 0.15 + PI / 4.0 + shift4))
+ 0.4 + canceler * 0.15 + shift4)
.sin(); //0.7
//
@ -131,7 +132,7 @@ impl Animation for RunAnimation {
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_x(shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
Quaternion::rotation_x(amplitude * shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
next.tail.scale = Vec3::one();
next.torso_front.position = Vec3::new(
@ -178,7 +179,7 @@ impl Animation for RunAnimation {
skeleton_attr.leg_f.1 + amplitude3 * foot2a * -1.3,
skeleton_attr.leg_f.2 + canceler + amplitude3 * foot2b * -1.9,
);
next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.55)
next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.5)
* Quaternion::rotation_z(tilt * -0.5)
* Quaternion::rotation_y(tilt * 1.5);
next.leg_fr.scale = Vec3::one() * 1.02;
@ -209,9 +210,10 @@ impl Animation for RunAnimation {
-skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2
+ ((amplitude2 * foot1a * 2.7
+ amplitude2 * foot1a * skeleton_attr.maximize * canceler)
.max(0.0)),
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot2a.sin()).min(0.0))
+ ((amplitude2 * foot1a
+ amplitude2 * foot1a * skeleton_attr.maximize * canceler)
.max(0.0)),
);
next.foot_fl.orientation = Quaternion::rotation_x(
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot1b * -0.7,
@ -221,10 +223,11 @@ impl Animation for RunAnimation {
next.foot_fr.position = Vec3::new(
skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2
+ ((amplitude2 * foot2a * 2.7
+ amplitude2 * foot2a * skeleton_attr.maximize * canceler)
.max(0.0)),
skeleton_attr.feet_f.2
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot4a.sin()).min(0.0))
+ ((amplitude2 * foot2a
+ amplitude2 * foot2a * skeleton_attr.maximize * canceler)
.max(0.0)),
);
next.foot_fr.orientation = Quaternion::rotation_x(
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot2b * -0.7,
@ -234,17 +237,21 @@ impl Animation for RunAnimation {
next.foot_bl.position = Vec3::new(
-skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2 + ((amplitude2 * foot3a * 2.5).max(-1.0)),
skeleton_attr.feet_b.2
+ ((amplitude2 * foot3a * 0.5).max(-1.0))
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot1a.sin()).min(0.0)),
);
next.foot_bl.orientation =
Quaternion::rotation_x(amplitude2 * foot3b * -0.5 - 0.2 * canceler)
* Quaternion::rotation_y(tilt * -1.0);
next.foot_bl.scale = Vec3::one() * 0.96;
next.foot_br.position = Vec3::new(
skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2 + ((amplitude2 * foot4a * 2.5).max(-1.0)),
skeleton_attr.feet_b.2
+ ((amplitude2 * foot4a * 0.5).max(-1.0))
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot3a.sin()).min(0.0)),
);
next.foot_br.orientation =
Quaternion::rotation_x(amplitude2 * foot4b * -0.5 - 0.2 * canceler)