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more cleanup, WIP fake swimming
This commit is contained in:
parent
e6f50b4032
commit
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@ -22,13 +22,13 @@ impl Animation for EquipAnimation {
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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 * 10.6).sin()).powf(2.0 as f32)))
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.6).sin());
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32)))
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.6).sin());
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let equip_slow = 1.0 + (anim_time as f32 * 12.0 + PI).cos();
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let equip_slowa = 1.0 + (anim_time as f32 * 12.0 + PI / 4.0).cos();
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@ -36,7 +36,7 @@ impl Animation for EquipAnimation {
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let wave_ultra_slow = (anim_time as f32 * 10.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 30.0 + PI).cos();
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let wave = (anim_time as f32 * 10.0).sin();
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let wave = (anim_time as f32 * 16.0).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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@ -1,247 +0,0 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct IdleWieldAnimation;
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impl Animation for IdleWieldAnimation {
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type Dependency = (Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _velocity, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let _lab = 1.0;
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave = (anim_time as f32 * 1.0).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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next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
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next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 0.0, -6.0);
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next.main.ori = Quaternion::rotation_x(-0.1)
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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(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
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next.main.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.8);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.1 + 0.2)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(wave_ultra_slow * 0.1 + 0.0);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 4.6, 7.5);
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next.l_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.32);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.22);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(6.0, 7.0, 0.0);
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next.main.ori = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(-0.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(11.0, 9.0, 10.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(3.14 + 0.3)
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* Quaternion::rotation_z(0.9);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Shield(_)) => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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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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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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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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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(3.0, 2.0, -13.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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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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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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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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},
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Some(ToolKind::Debug(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
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next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.3);
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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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5.0 + skeleton_attr.weapon_x,
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8.75 + skeleton_attr.weapon_y,
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-2.0,
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);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
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* Quaternion::rotation_z(wave * -0.25);
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next.main.scale = Vec3::one();
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},
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_ => {},
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}
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 10.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 10.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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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,
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skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
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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.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
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next.chest.ori =
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Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
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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 =
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Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
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next.belt.scale = Vec3::one() * 1.02;
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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(0.3);
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next.shorts.scale = Vec3::one();
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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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next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
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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.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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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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@ -6,7 +6,6 @@ pub mod climb;
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pub mod equip;
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pub mod gliding;
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pub mod idle;
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pub mod idlewield;
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pub mod jump;
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pub mod roll;
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pub mod run;
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@ -21,10 +20,9 @@ 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, 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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gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation,
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run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation,
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stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
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};
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use super::{Bone, Skeleton};
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@ -19,32 +19,17 @@ impl Animation for SwimAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = speed;
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*rate = 1.0;
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let lab = 1.0;
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let long = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 0.8).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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let short = (anim_time as f32 * lab as f32 * 2.0).sin();
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let shortalt = (((5.0)
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/ (1.5
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+ 3.5
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* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 2.0 + PI / 2.0).sin();
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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let foot = (anim_time as f32 * lab as f32 * 2.0).sin();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin();
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let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0 / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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@ -64,7 +49,7 @@ impl Animation for SwimAnimation {
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
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next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.3)
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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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@ -80,30 +65,20 @@ impl Animation for SwimAnimation {
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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.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);
|
||||
|
@ -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
|
||||
}
|
||||
}
|
||||
|
@ -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(
|
||||
|
Loading…
Reference in New Issue
Block a user