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anim tweaks
This commit is contained in:
parent
c9762568d6
commit
1d76d484bb
@ -43,10 +43,6 @@ impl Animation for MountAnimation {
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let slow = (anim_time * 1.0).sin();
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let slowa = (anim_time * 1.0 + PI / 2.0).sin();
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let stop = (anim_time * 3.0).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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let head_look = Vec2::new(
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(global_time * 0.05 + anim_time / 15.0)
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(global_time * 0.05 + anim_time / 15.0)
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.floor()
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.floor()
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@ -82,66 +78,41 @@ impl Animation for MountAnimation {
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.back.scale = Vec3::one() * 1.02;
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next.back.scale = Vec3::one() * 1.02;
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next.belt.scale = Vec3::one() * 1.02;
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next.hold.scale = Vec3::one() * 0.0;
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next.hold.scale = Vec3::one() * 0.0;
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next.lantern.scale = Vec3::one() * 0.65;
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next.lantern.scale = Vec3::one() * 0.65;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -2.0)
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Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1 + tilt * -2.0)
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* Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs());
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* Quaternion::rotation_x(
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(canceler * 0.3
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+ 0.4
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+ slowa * -0.1
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+ slow * 0.1
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+ head_look.y
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+ tilt.abs() * 1.2)
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.abs(),
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);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation =
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next.chest.orientation =
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Quaternion::rotation_x(-0.6 + stop * 0.15 + canceler * -0.3 + tilt.abs() * -1.5)
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Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5) * Quaternion::rotation_y(tilt * 2.0);
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* Quaternion::rotation_y(tilt * 2.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1 + 1.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5);
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next.belt.orientation =
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next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5);
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Quaternion::rotation_x(stop * 0.3) * Quaternion::rotation_y(tilt * -0.5);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position = Vec3::new(
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1 + 1.0);
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0.0,
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next.shorts.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(tilt * -1.0);
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s_a.shorts.0 + stop * 2.5 + 1.0,
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s_a.shorts.1 + stop * 0.6 + 2.0,
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);
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next.shorts.orientation =
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Quaternion::rotation_x(stop * 0.6) * Quaternion::rotation_y(tilt * -1.0);
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next.hand_l.position = Vec3::new(
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next.hand_l.position = Vec3::new(-s_a.hand.0 + 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0);
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-s_a.hand.0 + 4.0,
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s_a.hand.1 + slowa * 0.15 + stop * 8.0,
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s_a.hand.2 + slow * 0.7 + stop * 4.0,
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);
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next.hand_l.orientation =
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(-PI / 2.0);
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(-PI / 2.0 + 0.5);
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next.hand_r.position = Vec3::new(
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next.hand_r.position = Vec3::new(s_a.hand.0 - 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0);
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s_a.hand.0 - 4.0,
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s_a.hand.1 + slowa * 0.15 + stop * 8.0,
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s_a.hand.2 + slow * 0.7 + stop * 4.0,
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);
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next.hand_r.orientation =
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0);
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0 - 0.5);
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next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 0.4 + slow * 0.1)
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next.foot_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.5);
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* Quaternion::rotation_y(0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 0.4 + slowa * 0.1)
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next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.5);
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* Quaternion::rotation_y(-0.5);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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@ -149,8 +120,6 @@ impl Animation for MountAnimation {
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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if skeleton.holding_lantern {
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0 - head_look.x * 8.0,
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s_a.hand.0 + 1.0 - head_look.x * 8.0,
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@ -5,6 +5,7 @@ use super::{
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use common::{
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use common::{
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comp::item::{Hands, ToolKind},
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comp::item::{Hands, ToolKind},
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states::utils::{AbilityInfo, StageSection},
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states::utils::{AbilityInfo, StageSection},
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util::Dir,
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};
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};
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use core::f32::consts::PI;
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use core::f32::consts::PI;
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@ -16,6 +17,8 @@ impl Animation for RepeaterAnimation {
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Option<AbilityInfo>,
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Option<AbilityInfo>,
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(Option<Hands>, Option<Hands>),
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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Vec3<f32>,
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Dir,
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Vec3<f32>,
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f32,
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f32,
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Option<StageSection>,
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Option<StageSection>,
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);
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);
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@ -27,7 +30,7 @@ impl Animation for RepeaterAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_repeater")]
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_repeater")]
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fn update_skeleton_inner<'a>(
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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skeleton: &Self::Skeleton,
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(ability_info, hands, velocity, _global_time, stage_section): Self::Dependency<'a>,
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(ability_info, hands, orientation,look_dir, velocity, _global_time, stage_section): Self::Dependency<'a>,
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anim_time: f32,
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anim_time: f32,
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rate: &mut f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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s_a: &SkeletonAttr,
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@ -35,7 +38,9 @@ impl Animation for RepeaterAnimation {
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*rate = 1.0;
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let ori_angle = orientation.y.atan2(orientation.x);
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let lookdir_angle = look_dir.y.atan2(look_dir.x);
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let swivel = lookdir_angle - ori_angle;
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let (move1base, move2base, move3base, move4) = match stage_section {
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let (move1base, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0),
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@ -60,6 +65,10 @@ impl Animation for RepeaterAnimation {
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next.hold.position = Vec3::new(0.0, -1.0 + move3 * 2.0, -5.2);
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next.hold.position = Vec3::new(0.0, -1.0 + move3 * 2.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-PI / 2.0) * Quaternion::rotation_z(0.0);
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next.hold.orientation = Quaternion::rotation_x(-PI / 2.0) * Quaternion::rotation_z(0.0);
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next.hold.scale = Vec3::one() * (1.0);
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next.hold.scale = Vec3::one() * (1.0);
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next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
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next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
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if speed < 0.5 {
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if speed < 0.5 {
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next.foot_l.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + move1 * -0.75,
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-s_a.foot.0 + move1 * -0.75,
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@ -46,7 +46,7 @@ impl Animation for ShootAnimation {
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s_a: &SkeletonAttr,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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*rate = 1.0;
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*rate = 1.0;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let _speed = Vec2::<f32>::from(velocity).magnitude();
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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@ -106,21 +106,6 @@ impl Animation for ShootAnimation {
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);
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);
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next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
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next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
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next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
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next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
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if speed < 0.5 {
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next.belt.orientation =
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Quaternion::rotation_x(0.07) * Quaternion::rotation_z(0.0);
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next.shorts.orientation =
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Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
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} else {
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};
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},
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},
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Some(ToolKind::Bow) => {
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Some(ToolKind::Bow) => {
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let (_move1, move2, _move3) = match stage_section {
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let (_move1, move2, _move3) = match stage_section {
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@ -151,26 +136,17 @@ impl Animation for ShootAnimation {
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s_a.bc.2 + 8.0 + (look_dir.z * 15.0).max(-8.0),
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s_a.bc.2 + 8.0 + (look_dir.z * 15.0).max(-8.0),
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);
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);
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next.control.orientation = Quaternion::rotation_x(look_dir.z)
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next.control.orientation = Quaternion::rotation_x(look_dir.z)
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* Quaternion::rotation_y(-look_dir.z + s_a.bc.4 - 1.25);
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* Quaternion::rotation_y(-look_dir.z + s_a.bc.4 - 1.25)
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* Quaternion::rotation_z(s_a.bc.5 - 0.2 + move2 * -0.1);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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next.head.orientation =
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Quaternion::rotation_x(look_dir.z * 0.7) * Quaternion::rotation_z(tilt * -0.0);
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Quaternion::rotation_x(look_dir.z * 0.7) * Quaternion::rotation_z(tilt * -0.0);
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next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
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next.chest.orientation = Quaternion::rotation_z(swivel * 0.8 + 0.8 + move2 * 0.5);
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next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
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next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(move2 * 0.5);
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next.shoulder_l.orientation = Quaternion::rotation_x(move2 * 0.5);
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if speed < 0.5 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
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} else {
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};
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},
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},
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_ => {},
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_ => {},
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}
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}
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@ -332,22 +332,22 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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fn mount_point(body: &Body) -> Vec3<f32> {
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fn mount_point(body: &Body) -> Vec3<f32> {
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use comp::quadruped_low::{BodyType::*, Species::*};
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use comp::quadruped_low::{BodyType::*, Species::*};
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match (body.species, body.body_type) {
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match (body.species, body.body_type) {
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(Crocodile, _) => (0.0, 4.5, 0.0),
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(Crocodile, _) => (0.0, 4.5, -2.0),
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(Alligator, _) => (0.0, 4.25, 0.0),
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(Alligator, _) => (0.0, 4.25, -2.0),
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(Salamander, Male) => (0.0, 5.0, 1.0),
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(Salamander, Male) => (0.0, 5.0, -1.0),
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(Salamander, Female) => (0.0, 5.0, 1.0),
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(Salamander, Female) => (0.0, 5.0, -1.0),
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(Monitor, _) => (0.0, 2.0, 0.0),
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(Monitor, _) => (0.0, 2.0, -2.0),
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(Asp, _) => (0.0, 2.0, 2.0),
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(Asp, _) => (0.0, 2.0, 0.0),
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(Tortoise, _) => (0.0, -7.0, 1.0),
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(Tortoise, _) => (0.0, -7.0, -1.0),
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(Rocksnapper, _) => (0.0, -7.0, 6.5),
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(Rocksnapper, _) => (0.0, -7.0, 4.5),
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(Pangolin, _) => (0.0, -6.5, 0.0),
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(Pangolin, _) => (0.0, -6.5, -2.0),
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(Maneater, _) => (0.0, 4.0, -9.5),
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(Maneater, _) => (0.0, 4.0, -11.5),
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(Sandshark, _) => (0.0, -4.0, 0.0),
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(Sandshark, _) => (0.0, -4.0, -2.0),
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(Hakulaq, _) => (0.0, 4.0, -2.5),
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(Hakulaq, _) => (0.0, 4.0, -4.5),
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(Lavadrake, _) => (0.0, 2.0, 0.5),
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(Lavadrake, _) => (0.0, 2.0, -2.5),
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(Icedrake, _) => (0.0, -8.0, 4.5),
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(Icedrake, _) => (0.0, -8.0, 2.5),
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(Basilisk, _) => (0.0, -2.0, 4.0),
|
(Basilisk, _) => (0.0, -2.0, 2.0),
|
||||||
(Deadwood, _) => (0.0, -2.0, -1.0),
|
(Deadwood, _) => (0.0, -2.0, -3.0),
|
||||||
}
|
}
|
||||||
.into()
|
.into()
|
||||||
}
|
}
|
||||||
|
@ -701,42 +701,42 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
|||||||
fn mount_point(body: &Body) -> Vec3<f32> {
|
fn mount_point(body: &Body) -> Vec3<f32> {
|
||||||
use comp::quadruped_medium::{BodyType::*, Species::*};
|
use comp::quadruped_medium::{BodyType::*, Species::*};
|
||||||
match (body.species, body.body_type) {
|
match (body.species, body.body_type) {
|
||||||
(Grolgar, _) => (0.0, -6.0, 6.0),
|
(Grolgar, _) => (0.0, -6.0, 3.0),
|
||||||
(Saber, _) => (0.0, -12.0, 4.0),
|
(Saber, _) => (0.0, -12.0, 1.0),
|
||||||
(Tuskram, _) => (0.0, -17.0, 2.0),
|
(Tuskram, _) => (0.0, -17.0, -1.0),
|
||||||
(Lion, _) => (0.0, -8.0, 4.0),
|
(Lion, _) => (0.0, -8.0, 1.0),
|
||||||
(Tarasque, _) => (0.0, -6.0, 4.0),
|
(Tarasque, _) => (0.0, -6.0, 1.0),
|
||||||
(Tiger, _) => (0.0, -8.0, 4.0),
|
(Tiger, _) => (0.0, -8.0, 1.0),
|
||||||
(Wolf, _) => (0.0, -7.0, 3.0),
|
(Wolf, _) => (0.0, -9.0, 0.0),
|
||||||
(Frostfang, _) => (0.0, -3.0, 4.0),
|
(Frostfang, _) => (0.0, -6.0, -1.0),
|
||||||
(Mouflon, _) => (0.0, -8.0, 2.0),
|
(Mouflon, _) => (0.0, -8.0, -1.0),
|
||||||
(Catoblepas, _) => (0.0, -8.0, 2.0),
|
(Catoblepas, _) => (0.0, -8.0, -1.0),
|
||||||
(Bonerattler, _) => (0.0, -1.0, 4.0),
|
(Bonerattler, _) => (0.0, -1.0, 1.0),
|
||||||
(Deer, _) => (0.0, -9.0, 3.0),
|
(Deer, _) => (0.0, -9.0, 0.0),
|
||||||
(Hirdrasil, _) => (0.0, -11.0, 3.0),
|
(Hirdrasil, _) => (0.0, -11.0, 0.0),
|
||||||
(Roshwalr, _) => (0.0, -1.0, 7.0),
|
(Roshwalr, _) => (0.0, -1.0, 4.0),
|
||||||
(Donkey, _) => (0.0, -5.0, 2.0),
|
(Donkey, _) => (0.0, -5.0, -1.0),
|
||||||
(Camel, _) => (0.0, -13.0, 5.0),
|
(Camel, _) => (0.0, -13.0, 2.0),
|
||||||
(Zebra, _) => (0.0, -6.0, 3.0),
|
(Zebra, _) => (0.0, -6.0, 0.0),
|
||||||
(Antelope, _) => (0.0, -8.0, 3.0),
|
(Antelope, _) => (0.0, -8.0, 0.0),
|
||||||
(Kelpie, _) => (0.0, -6.0, 3.0),
|
(Kelpie, _) => (0.0, -6.0, 0.0),
|
||||||
(Horse, _) => (0.0, -8.0, 3.0),
|
(Horse, _) => (0.0, -8.0, 0.0),
|
||||||
(Barghest, _) => (0.0, -8.0, 5.0),
|
(Barghest, _) => (0.0, -8.0, 2.0),
|
||||||
(Cattle, Male) => (0.0, -3.0, 8.0),
|
(Cattle, Male) => (0.0, -3.0, 5.0),
|
||||||
(Cattle, Female) => (0.0, -2.0, 6.0),
|
(Cattle, Female) => (0.0, -2.0, 3.0),
|
||||||
(Darkhound, _) => (0.0, -2.0, 3.0),
|
(Darkhound, _) => (0.0, -2.0, 0.0),
|
||||||
(Highland, _) => (0.0, -3.0, 8.0),
|
(Highland, _) => (0.0, -3.0, 5.0),
|
||||||
(Yak, _) => (0.0, -8.0, 9.0),
|
(Yak, _) => (0.0, -8.0, 6.0),
|
||||||
(Panda, _) => (0.0, -10.0, 5.0),
|
(Panda, _) => (0.0, -10.0, 2.0),
|
||||||
(Bear, _) => (0.0, -11.0, 6.0),
|
(Bear, _) => (0.0, -11.0, 3.0),
|
||||||
(Dreadhorn, _) => (0.0, 0.0, 10.0),
|
(Dreadhorn, _) => (0.0, 0.0, 7.0),
|
||||||
(Moose, _) => (0.0, -9.0, 6.0),
|
(Moose, _) => (0.0, -9.0, 3.0),
|
||||||
(Snowleopard, _) => (0.0, -9.0, 4.0),
|
(Snowleopard, _) => (0.0, -9.0, 1.0),
|
||||||
(Mammoth, _) => (0.0, 5.0, 8.0),
|
(Mammoth, _) => (0.0, 5.0, 5.0),
|
||||||
(Ngoubou, _) => (0.0, -7.0, 6.0),
|
(Ngoubou, _) => (0.0, -7.0, 3.0),
|
||||||
(Llama, _) => (0.0, -6.0, 5.0),
|
(Llama, _) => (0.0, -6.0, 2.0),
|
||||||
(Alpaca, _) => (0.0, -9.0, 3.0),
|
(Alpaca, _) => (0.0, -9.0, 0.0),
|
||||||
(Akhlut, _) => (0.0, -6.0, 4.0),
|
(Akhlut, _) => (0.0, -6.0, 1.0),
|
||||||
}
|
}
|
||||||
.into()
|
.into()
|
||||||
}
|
}
|
||||||
|
@ -1157,6 +1157,8 @@ impl FigureMgr {
|
|||||||
(
|
(
|
||||||
Some(s.static_data.ability_info),
|
Some(s.static_data.ability_info),
|
||||||
hands,
|
hands,
|
||||||
|
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||||
|
look_dir,
|
||||||
rel_vel,
|
rel_vel,
|
||||||
time,
|
time,
|
||||||
Some(s.stage_section),
|
Some(s.stage_section),
|
||||||
@ -1796,9 +1798,17 @@ impl FigureMgr {
|
|||||||
skeleton_attr,
|
skeleton_attr,
|
||||||
),
|
),
|
||||||
// In air
|
// In air
|
||||||
(false, _, false) => anim::quadruped_small::JumpAnimation::update_skeleton(
|
(false, _, false) => anim::quadruped_small::RunAnimation::update_skeleton(
|
||||||
&QuadrupedSmallSkeleton::default(),
|
&QuadrupedSmallSkeleton::default(),
|
||||||
(rel_vel.magnitude(), time),
|
(
|
||||||
|
rel_vel.magnitude(),
|
||||||
|
// TODO: Update to use the quaternion.
|
||||||
|
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||||
|
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||||
|
time,
|
||||||
|
rel_avg_vel,
|
||||||
|
state.acc_vel,
|
||||||
|
),
|
||||||
state.state_time,
|
state.state_time,
|
||||||
&mut state_animation_rate,
|
&mut state_animation_rate,
|
||||||
skeleton_attr,
|
skeleton_attr,
|
||||||
|
Loading…
Reference in New Issue
Block a user