more cleanup, WIP fake swimming

This commit is contained in:
jshipsey 2020-03-26 01:35:25 -04:00
parent e6f50b4032
commit 175fea98ef
6 changed files with 150 additions and 377 deletions

View File

@ -22,13 +22,13 @@ impl Animation for EquipAnimation {
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32)))
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 10.6).sin());
* ((anim_time as f32 * lab as f32 * 16.0).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32)))
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 10.6).sin());
* ((anim_time as f32 * lab as f32 * 16.0).sin());
let equip_slow = 1.0 + (anim_time as f32 * 12.0 + PI).cos();
let equip_slowa = 1.0 + (anim_time as f32 * 12.0 + PI / 4.0).cos();
@ -36,7 +36,7 @@ impl Animation for EquipAnimation {
let wave_ultra_slow = (anim_time as f32 * 10.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 30.0 + PI).cos();
let wave = (anim_time as f32 * 10.0).sin();
let wave = (anim_time as f32 * 16.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {

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@ -1,247 +0,0 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleWieldAnimation;
impl Animation for IdleWieldAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let _lab = 1.0;
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave = (anim_time as f32 * 1.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
next.main.ori = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
next.main.ori = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.8);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.1 + 0.2)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(wave_ultra_slow * 0.1 + 0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.6, 7.5);
next.l_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.32);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
next.r_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.22);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
next.main.ori = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
next.control.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* 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, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* 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(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
_ => {},
}
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
next.chest.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
next.belt.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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.ori = Quaternion::rotation_x(wave_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.ori = Quaternion::rotation_x(wave_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.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
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
}
}

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@ -6,7 +6,6 @@ pub mod climb;
pub mod equip;
pub mod gliding;
pub mod idle;
pub mod idlewield;
pub mod jump;
pub mod roll;
pub mod run;
@ -21,10 +20,9 @@ pub mod wield;
pub use self::{
attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, idlewield::IdleWieldAnimation,
jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
wield::WieldAnimation,
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};

View File

@ -19,32 +19,17 @@ impl Animation for SwimAnimation {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = speed;
*rate = 1.0;
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 short = (anim_time as f32 * lab as f32 * 2.0).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 shortalt = (anim_time as f32 * lab as f32 * 2.0 + 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 foot = (anim_time as f32 * lab as f32 * 2.0).sin();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin();
let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0 / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0)
@ -64,7 +49,7 @@ impl Animation for SwimAnimation {
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.3)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
@ -80,30 +65,20 @@ impl Animation for SwimAnimation {
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0,
-0.25 + short * 3.0,
4.0 + short * -1.5,
);
next.l_hand.ori =
Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1);
next.l_hand.offset = Vec3::new(-6.0, -0.25 - foot * 1.0, 5.0 + foot * -2.5);
next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.5) * Quaternion::rotation_y(0.2);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.0,
-0.25 + short * -3.0,
4.0 + 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.offset = Vec3::new(6.0, -0.25 + foot * 1.0, 5.0 + foot * 2.5);
next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.5) * Quaternion::rotation_y(-0.2);
next.r_hand.scale = Vec3::one();
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.offset = Vec3::new(-3.4, 6.0 + foot * 1.0, 0.0 + foot * 5.5);
next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.5);
next.l_foot.scale = Vec3::one();
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.offset = Vec3::new(3.4, 6.0 - foot * 1.0, 0.0 + foot * -5.5);
next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.5);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7);
@ -140,8 +115,7 @@ impl Animation for SwimAnimation {
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 * speed * -0.05 + wave_stop * speed * -0.005)
* Quaternion::rotation_y(0.0);
Quaternion::rotation_x(speed * -0.157 * wave_stop * 1.6) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);

View File

@ -12,29 +12,27 @@ impl Animation for WieldAnimation {
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,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
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 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 wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let long = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 0.8).sin());
let wave = (anim_time as f32 * 1.0).sin();
* ((anim_time as f32 * lab as f32 * 16.0).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0).sin());
let wave = (anim_time as f32 * 16.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
@ -199,58 +197,118 @@ impl Animation for WieldAnimation {
},
_ => {},
}
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.2,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2)
* 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, 9.0 + short * 1.1);
next.chest.ori = Quaternion::rotation_z(short * 0.2);
next.chest.scale = Vec3::one();
if velocity > 0.5 {
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.2,
);
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.2)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(short * 0.15);
next.belt.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
next.chest.ori = Quaternion::rotation_z(short * 0.2);
next.chest.scale = Vec3::one();
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.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(short * 0.15);
next.belt.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
next.l_foot.scale = Vec3::one();
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.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
next.r_foot.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
next.l_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
next.r_foot.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
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();
} else {
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset =
Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
next.chest.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
next.belt.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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.ori = Quaternion::rotation_x(wave_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.ori = Quaternion::rotation_x(wave_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.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
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.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
}
}

View File

@ -429,7 +429,7 @@ impl FigureMgr {
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::character::StandAnimation::update_skeleton(
(true, false, _) => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, time),
state.state_time,
@ -437,7 +437,7 @@ impl FigureMgr {
skeleton_attr,
),
// Running
(true, true, false) => anim::character::RunAnimation::update_skeleton(
(true, true, _) => anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0, state.last_ori, time),
state.state_time,
@ -453,7 +453,7 @@ impl FigureMgr {
skeleton_attr,
),
// Swim
(_, _, true) => anim::character::SwimAnimation::update_skeleton(
(false, _, true) => anim::character::SwimAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0.magnitude(), time),
state.state_time,
@ -581,23 +581,13 @@ impl FigureMgr {
)
},
CharacterState::Wielding { .. } => {
if vel.0.magnitude_squared() > 0.5 {
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::character::IdleWieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::Glide { .. } => {
anim::character::GlidingAnimation::update_skeleton(