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anim testing
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4f2b1d37f8
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@ -32,9 +32,10 @@ impl Animation for ComboAnimation {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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for strike in 0..=current_strike {
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let (move1, move2, move3, _move2h) = if strike == current_strike {
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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@ -48,10 +49,36 @@ impl Animation for ComboAnimation {
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};
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let pullback = 1.0 - move3;
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let move2 = move2 * pullback;
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let move2alt = move2alt * pullback;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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match ability_id {
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Some("common.abilities.sword.balanced_combo") => match strike {
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0 => {
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next.head.orientation = Quaternion::rotation_x(move1);
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.chest.orientation =
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Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5);
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next.shorts.orientation =
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Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
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s_a.sc.1,
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s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3)
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* Quaternion::rotation_z(move2alt * -1.5);
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},
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1 => {
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next.head.orientation.rotate_z(move1);
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@ -300,7 +300,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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lantern: (5.0, 2.5, 5.5),
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shl: (-0.75, -1.0, 0.5, 1.47, -0.2, 0.0),
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shr: (0.75, -1.5, -2.5, 1.47, 0.3, 0.0),
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sc: (-7.0, 7.0, 2.0, -0.1, 0.0, 0.0),
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sc: (-6.0, 6.0, 0.0, -0.5, 0.0, 0.0),
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hhl: (0.1, 0.0, 11.0, 4.71, 0.0, PI),
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hhr: (0.0, 0.0, 0.0, 4.71, 0.0, PI),
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hc: (6.0, 7.0, 1.0, -0.3, -PI / 2.0, 3.64),
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@ -65,11 +65,11 @@ impl Animation for WieldAnimation {
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let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
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let slowalt = (anim_time * 6.0 + PI).cos();
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let u_slow = (anim_time * 2.5 + PI).sin();
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let slow = (anim_time * 5.0 + PI).sin();
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let slowalt = (anim_time * 9.0 + PI).cos();
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let u_slow = (anim_time * 4.5 + PI).sin();
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let slow = (anim_time * 7.0 + PI).sin();
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let u_slowalt = (anim_time * 3.0 + PI).cos();
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let u_slowalt = (anim_time * 5.0 + PI).cos();
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let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 16.0).sin());
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let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
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@ -103,11 +103,11 @@ impl Animation for WieldAnimation {
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if speed > 0.2 && velocity.z == 0.0 {
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next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm)
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* Quaternion::rotation_y(strafe * 0.2)
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* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
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* Quaternion::rotation_x(((direction * 0.4).min(0.3)) * (1.0 - tilt.abs()));
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next.head.orientation =
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Quaternion::rotation_z(tilt * -0.5 + strafe * 0.4 * direction + strafe * -0.7)
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* Quaternion::rotation_x(
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(0.3 - direction * 0.4) * (1.0 - tilt.abs()) + look_dir.z * 0.7,
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(0.3 - direction * 0.1) * (1.0 - tilt.abs()) + look_dir.z * 0.7,
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);
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next.chest.position =
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@ -156,14 +156,38 @@ impl Animation for WieldAnimation {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.hand_r.position = Vec3::new(
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foothoril * 1.3 * speednorm - s_a.sc.0 + 6.0,
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speednorm + foothoril * -3.0 * speednorm - 4.0,
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-1.0 * speednorm - foothoril * 5.5 * speednorm - 2.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(
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0.6 * speednorm + (footrotl * -1.2) * speednorm + 0.9,
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) * Quaternion::rotation_y(footrotl * -0.4 * speednorm);
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next.control.position =
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Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
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* Quaternion::rotation_z(u_slowalt * 0.08);
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//carried position
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/*
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0+6.0,
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-4.0,
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-2.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(0.9);
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next.control.position =
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Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3 )
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;
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*/
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},
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Some(ToolKind::Axe) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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