small animation tweaks

This commit is contained in:
jshipsey 2020-03-26 23:51:55 -04:00
parent 50b7206577
commit 1c3d1d260c
7 changed files with 157 additions and 23 deletions

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@ -3,12 +3,9 @@ use common::comp::item::ToolKind;
use std::f32::consts::PI; use std::f32::consts::PI;
use vek::*; use vek::*;
pub struct Input { pub struct AlphaAnimation;
pub attack: bool,
}
pub struct AttackAnimation;
impl Animation for AttackAnimation { impl Animation for AlphaAnimation {
type Dependency = (Option<ToolKind>, f32, f64); type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
@ -25,9 +22,12 @@ impl Animation for AttackAnimation {
let lab = 1.0; let lab = 1.0;
let foot = (((5.0) let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 13.0).sin()).powf(2.0 as f32))) / (1.1
+ 3.9
* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()).powf(2.0 as f32)))
.sqrt()) .sqrt())
* ((anim_time as f32 * lab as f32 * 13.0).sin()); * ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos(); let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos(); let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos(); let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
@ -86,8 +86,8 @@ impl Animation for AttackAnimation {
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0); next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
next.control.ori = Quaternion::rotation_x(-1.2) next.control.ori = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 1.5) * Quaternion::rotation_y(slow * 1.5 + 0.7)
* Quaternion::rotation_z(1.4 + slow * 0.5); * Quaternion::rotation_z(1.4 + slow * 0.5);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0); next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);

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@ -0,0 +1,132 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
use vek::*;
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*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 * 1.3 * velocity).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin());
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
let slow = (((5.0)
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 11.0).sin());
let slower = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let slowax = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(slow * 0.08)
* Quaternion::rotation_x(0.0 + slow * 0.08)
* Quaternion::rotation_y(slow * -0.08);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * -0.2)
* Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = next.chest.ori * -0.2;
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = next.chest.ori * -0.15;
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
next.control.ori = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 1.5 + 0.7)
* Quaternion::rotation_z(1.4 + slow * 0.5);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
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_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
_ => {},
}
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}

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@ -1,4 +1,4 @@
pub mod attack; pub mod alpha;
pub mod block; pub mod block;
pub mod blockidle; pub mod blockidle;
pub mod charge; pub mod charge;
@ -18,7 +18,7 @@ pub mod wield;
// Reexports // Reexports
pub use self::{ pub use self::{
attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation, alpha::AlphaAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation, charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation,
run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation,

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@ -103,7 +103,7 @@ impl Animation for ShootAnimation {
* Quaternion::rotation_z(-0.6); * Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0); next.control.offset = Vec3::new(-9.0, 6.0, 8.0);
next.control.ori = Quaternion::rotation_x((sloweralt * 0.4).max(0.4)) next.control.ori = Quaternion::rotation_x((sloweralt * 0.4).max(0.4))
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);

View File

@ -39,7 +39,7 @@ impl Animation for SitAnimation {
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_right,
wave_stop * -3.6 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8, skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8,
); );
next.head.ori = next.head.ori =

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@ -23,13 +23,15 @@ impl Animation for SwimAnimation {
let lab = 1.0; let lab = 1.0;
let short = (anim_time as f32 * lab as f32 * 2.0).sin(); let short = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).sin();
let shortalt = (anim_time as f32 * lab as f32 * 2.0 + PI / 2.0).sin(); let shortalt = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0 + PI / 2.0).sin();
let foot = (anim_time as f32 * lab as f32 * 2.0).sin(); let foot = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).sin();
let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0 / 2.0).sin(); let wave_stop = (anim_time as f32 * 3.0 * speed / 5.0)
.min(PI / 2.0 / 2.0)
.sin();
let head_look = Vec2::new( let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0) ((global_time + anim_time) as f32 / 18.0)
@ -115,7 +117,7 @@ impl Animation for SwimAnimation {
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
next.torso.ori = next.torso.ori =
Quaternion::rotation_x(speed * -0.157 * wave_stop * 1.6) * Quaternion::rotation_y(0.0); Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.6) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.offset = Vec3::new(0.0, 0.0, 0.0);

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@ -472,7 +472,7 @@ impl FigureMgr {
) )
}, },
CharacterState::BasicMelee(_) => { CharacterState::BasicMelee(_) => {
anim::character::AttackAnimation::update_skeleton( anim::character::AlphaAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, vel.0.magnitude(), time), (active_tool_kind, vel.0.magnitude(), time),
state.state_time, state.state_time,
@ -490,7 +490,7 @@ impl FigureMgr {
) )
}, },
CharacterState::Boost(_) => { CharacterState::Boost(_) => {
anim::character::AttackAnimation::update_skeleton( anim::character::AlphaAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, vel.0.magnitude(), time), (active_tool_kind, vel.0.magnitude(), time),
state.state_time, state.state_time,
@ -509,7 +509,7 @@ impl FigureMgr {
}, },
CharacterState::TripleStrike(s) => match s.stage { CharacterState::TripleStrike(s) => match s.stage {
triple_strike::Stage::First => { triple_strike::Stage::First => {
anim::character::AttackAnimation::update_skeleton( anim::character::AlphaAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, vel.0.magnitude(), time), (active_tool_kind, vel.0.magnitude(), time),
state.state_time, state.state_time,
@ -527,7 +527,7 @@ impl FigureMgr {
) )
}, },
triple_strike::Stage::Third => { triple_strike::Stage::Third => {
anim::character::AttackAnimation::update_skeleton( anim::character::AlphaAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, vel.0.magnitude(), time), (active_tool_kind, vel.0.magnitude(), time),
state.state_time, state.state_time,
@ -537,7 +537,7 @@ impl FigureMgr {
}, },
}, },
CharacterState::TimedCombo(s) => match s.stage { CharacterState::TimedCombo(s) => match s.stage {
0 | 2 => anim::character::AttackAnimation::update_skeleton( 0 | 2 => anim::character::AlphaAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, vel.0.magnitude(), time), (active_tool_kind, vel.0.magnitude(), time),
state.state_time, state.state_time,