mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'quickfixes' into 'master'
small fixes See merge request veloren/veloren!1221
This commit is contained in:
commit
24f968d813
@ -259,7 +259,7 @@ impl From<&CharacterAbility> for CharacterState {
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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remaining_duration: Duration::from_millis(700),
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remaining_duration: Duration::from_millis(500),
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was_wielded: false, // false by default. utils might set it to true
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}),
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CharacterAbility::TripleStrike {
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@ -12,6 +12,8 @@ impl CharacterBehavior for Data {
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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// If not on the ground while wielding glider enter gliding state
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if !data.physics.on_ground && !data.physics.in_fluid {
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@ -39,6 +39,12 @@ impl CharacterBehavior for Data {
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_loadout(data, &mut update);
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@ -1,304 +0,0 @@
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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, ops::Mul};
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use vek::*;
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pub struct GlideWieldAnimation;
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impl Animation for GlideWieldAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<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, _second_tool_kind, velocity, orientation, last_ori, 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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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let slow = (anim_time as f32 * 1.0).sin();
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let breathe = ((anim_time as f32 * 0.5).sin()).abs();
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
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let walk = if speed > 5.0 { 1.0 } else { 0.5 };
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let lower = if speed > 5.0 { 0.0 } else { 1.0 };
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let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
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let lab = 1.0;
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let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
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let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
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let footrotl = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
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let footrotr = (((5.0)
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/ (1.0
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+ (4.0)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
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let short = (((5.0)
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/ (1.5
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+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
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let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
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let shorte = (((5.0)
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/ (4.0
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+ 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin();
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let shortalter = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / -2.0).sin();
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let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).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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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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let ori = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if Vec2::new(ori, last_ori)
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.map(|o| Vec2::<f32>::from(o).magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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next.l_hand.offset = Vec3::new(
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-2.0 - skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 + 15.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(3.35);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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2.0 + skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 + 15.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(3.35);
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next.r_hand.scale = Vec3::one();
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if speed > 0.5 {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + short * 0.1,
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);
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next.head.ori = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.45 - lower * 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
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0.0,
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skeleton_attr.chest.0,
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skeleton_attr.chest.1 + 2.0 + shortalt * -1.5 - lower,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.10 * walkintensity + tilt * -1.0)
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* Quaternion::rotation_y(tilt * 2.2)
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* Quaternion::rotation_x(
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shortalter * 0.035 + wave_stop * speed * -0.1 + (tilt.abs()),
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);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
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* Quaternion::rotation_y(tilt * 0.5);
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next.belt.scale = Vec3::one();
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next.glider.ori = Quaternion::rotation_x(0.8);
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next.glider.offset = Vec3::new(0.0, -10.0, 15.0);
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next.glider.scale = Vec3::one() * 1.0;
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.ori =
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Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
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* Quaternion::rotation_y(tilt * 0.7);
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next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothoril * -8.5 * walkintensity - lower * 1.0,
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2.0 + skeleton_attr.foot.2 + ((footvertl * -2.7).max(-1.0)) * walkintensity,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.2 + footrotl * -1.2 * walkintensity)
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* Quaternion::rotation_y(tilt * 1.8);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothorir * -8.5 * walkintensity - lower * 1.0,
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2.0 + skeleton_attr.foot.2 + ((footvertr * -2.7).max(-1.0)) * walkintensity,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.2 + footrotr * -1.2 * walkintensity)
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* Quaternion::rotation_y(tilt * 1.8);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.main.offset = Vec3::new(-7.0, -6.5, 15.0);
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next.main.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
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next.main.scale = Vec3::one();
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next.second.scale = Vec3::one();
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next.lantern.offset = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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next.lantern.ori =
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Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = 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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next.control.ori = Quaternion::rotation_x(0.0);
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next.control.scale = Vec3::one();
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next.l_control.scale = Vec3::one();
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next.r_control.scale = Vec3::one();
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} else {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05;
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next.chest.offset = Vec3::new(
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0.0,
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skeleton_attr.chest.0,
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skeleton_attr.chest.1 + slow * 0.3,
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);
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next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
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next.chest.scale = Vec3::one() * 1.01 + breathe * 0.03;
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
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next.belt.scale = Vec3::one() + breathe * -0.03;
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next.glider.ori = Quaternion::rotation_x(0.35);
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next.glider.offset = Vec3::new(0.0, -9.0, 17.0);
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next.glider.scale = Vec3::one() * 1.0;
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(head_look.x * -0.2);
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next.shorts.scale = Vec3::one() + breathe * -0.03;
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
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next.r_shoulder.offset = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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next.second.offset = Vec3::new(0.0, 0.0, 0.0);
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next.second.scale = Vec3::one();
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next.lantern.offset = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.scale = Vec3::one();
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next.l_control.scale = Vec3::one();
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next.r_control.scale = Vec3::one();
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}
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next
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}
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}
|
@ -35,7 +35,7 @@ impl Animation for RunAnimation {
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let impact = (avg_vel.z * 3000.0).max(-8.0);
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let impact = (avg_vel.z).max(-8.0);
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
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let walk = if speed > 5.0 { 1.0 } else { 0.5 };
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|
@ -24,7 +24,7 @@ impl Animation for StandAnimation {
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let slow = (anim_time as f32 * 1.0).sin();
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let breathe = ((anim_time as f32 * 0.5).sin()).abs();
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let impact = (avg_vel.z * 3000.0).max(-15.0);
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let impact = (avg_vel.z).max(-15.0);
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 12.0)
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.floor()
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|
@ -2327,7 +2327,7 @@ impl<S: Skeleton> FigureState<S> {
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let smoothing = (5.0 * dt).min(1.0);
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if let Some(last_pos) = self.last_pos {
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self.avg_vel = (1.0 - smoothing) * self.avg_vel + smoothing * (pos - last_pos) * dt;
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self.avg_vel = (1.0 - smoothing) * self.avg_vel + smoothing * (pos - last_pos) / dt;
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}
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self.last_pos = Some(pos);
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}
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|
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