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https://gitlab.com/veloren/veloren.git
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small animation tweaks
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50b7206577
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1c3d1d260c
@ -3,12 +3,9 @@ use common::comp::item::ToolKind;
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use std::f32::consts::PI;
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct AttackAnimation;
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pub struct AlphaAnimation;
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impl Animation for AttackAnimation {
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impl Animation for AlphaAnimation {
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type Dependency = (Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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@ -25,9 +22,12 @@ impl Animation for AttackAnimation {
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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 * 13.0).sin()).powf(2.0 as f32)))
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/ (1.1
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+ 3.9
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* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 13.0).sin());
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* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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@ -86,8 +86,8 @@ impl Animation for AttackAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
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next.control.ori = Quaternion::rotation_x(-1.2)
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* Quaternion::rotation_y(slow * 1.5)
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next.control.ori = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 1.5 + 0.7)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
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132
voxygen/src/anim/character/beta.rs
Normal file
132
voxygen/src/anim/character/beta.rs
Normal file
@ -0,0 +1,132 @@
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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;
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use vek::*;
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pub struct BetaAnimation;
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impl Animation for BetaAnimation {
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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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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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 * 1.3 * velocity).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let slow = (((5.0)
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/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 11.0).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let slowax = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
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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.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,
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);
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next.head.ori = Quaternion::rotation_z(slow * 0.08)
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* Quaternion::rotation_x(0.0 + slow * 0.08)
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* Quaternion::rotation_y(slow * -0.08);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(slow * -0.2)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(slow * 0.2);
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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 = next.chest.ori * -0.2;
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = next.chest.ori * -0.15;
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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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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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
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next.control.ori = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 1.5 + 0.7)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
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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_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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_ => {},
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}
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
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next.lantern.ori = Quaternion::rotation_x(0.0);
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next.lantern.scale = Vec3::one() * 0.0;
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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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@ -1,4 +1,4 @@
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pub mod attack;
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pub mod alpha;
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pub mod block;
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pub mod blockidle;
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pub mod charge;
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@ -18,7 +18,7 @@ pub mod wield;
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// Reexports
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pub use self::{
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attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
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alpha::AlphaAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
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charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
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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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@ -103,7 +103,7 @@ impl Animation for ShootAnimation {
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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.offset = Vec3::new(-9.0, 6.0, 8.0);
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next.control.ori = Quaternion::rotation_x((sloweralt * 0.4).max(0.4))
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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@ -39,7 +39,7 @@ impl Animation for SitAnimation {
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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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wave_stop * -3.6 + skeleton_attr.neck_forward,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8,
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);
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next.head.ori =
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@ -23,13 +23,15 @@ impl Animation for SwimAnimation {
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let lab = 1.0;
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let short = (anim_time as f32 * lab as f32 * 2.0).sin();
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let short = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).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 shortalt = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0 + PI / 2.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 2.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).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 wave_stop = (anim_time as f32 * 3.0 * speed / 5.0)
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.min(PI / 2.0 / 2.0)
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.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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@ -115,7 +117,7 @@ impl Animation for SwimAnimation {
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next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(speed * -0.157 * wave_stop * 1.6) * Quaternion::rotation_y(0.0);
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Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.6) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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@ -472,7 +472,7 @@ impl FigureMgr {
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)
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},
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CharacterState::BasicMelee(_) => {
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anim::character::AttackAnimation::update_skeleton(
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anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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@ -490,7 +490,7 @@ impl FigureMgr {
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)
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},
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CharacterState::Boost(_) => {
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anim::character::AttackAnimation::update_skeleton(
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anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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@ -509,7 +509,7 @@ impl FigureMgr {
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},
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CharacterState::TripleStrike(s) => match s.stage {
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triple_strike::Stage::First => {
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anim::character::AttackAnimation::update_skeleton(
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anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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@ -527,7 +527,7 @@ impl FigureMgr {
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)
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},
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triple_strike::Stage::Third => {
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anim::character::AttackAnimation::update_skeleton(
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anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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@ -537,7 +537,7 @@ impl FigureMgr {
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},
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},
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CharacterState::TimedCombo(s) => match s.stage {
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0 | 2 => anim::character::AttackAnimation::update_skeleton(
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0 | 2 => anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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