diff --git a/voxygen/src/anim/character/equip.rs b/voxygen/src/anim/character/equip.rs index 5792e05043..277a46e890 100644 --- a/voxygen/src/anim/character/equip.rs +++ b/voxygen/src/anim/character/equip.rs @@ -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(_)) => { diff --git a/voxygen/src/anim/character/idlewield.rs b/voxygen/src/anim/character/idlewield.rs deleted file mode 100644 index 2b7a9df755..0000000000 --- a/voxygen/src/anim/character/idlewield.rs +++ /dev/null @@ -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, 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 - } -} diff --git a/voxygen/src/anim/character/mod.rs b/voxygen/src/anim/character/mod.rs index 89e2f823ad..b441d4a937 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -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}; diff --git a/voxygen/src/anim/character/swim.rs b/voxygen/src/anim/character/swim.rs index f67d609572..d5fdec6df5 100644 --- a/voxygen/src/anim/character/swim.rs +++ b/voxygen/src/anim/character/swim.rs @@ -19,32 +19,17 @@ impl Animation for SwimAnimation { let mut next = (*skeleton).clone(); let speed = Vec2::::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); diff --git a/voxygen/src/anim/character/wield.rs b/voxygen/src/anim/character/wield.rs index b6955c0eb9..8d646b8f9b 100644 --- a/voxygen/src/anim/character/wield.rs +++ b/voxygen/src/anim/character/wield.rs @@ -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 } } diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index d64eeb148f..c0ae0e3530 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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(