Adds accumulated velocity for animation

This commit is contained in:
Snowram 2020-12-05 14:44:43 +01:00
parent 526d3bd035
commit 2e8ac0688c
8 changed files with 67 additions and 31 deletions

View File

@ -6,7 +6,7 @@ use std::f32::consts::PI;
pub struct SwimAnimation;
type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>, f32);
impl Animation for SwimAnimation {
type Dependency = SwimAnimationDependency;
@ -19,16 +19,16 @@ impl Animation for SwimAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
(velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slowalt = (anim_time as f32 * 3.5 + PI + 0.2).sin();
let fast = (anim_time as f32 * 5.5 + PI).sin();
let fastalt = (anim_time as f32 * 5.5 + PI + 0.2).sin();
let slowalt = (anim_time as f32 * 2.5 + PI + 0.2).sin();
let fast = (acc_vel * 4.0 + PI).sin();
let fastalt = (acc_vel * 4.0 + PI + 0.2).sin();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -46,6 +46,8 @@ impl Animation for SwimAnimation {
let abstilt = tilt.abs();
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
println!("{}", acc_vel);
next.chest_front.scale = Vec3::one() / 11.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
@ -56,19 +58,24 @@ impl Animation for SwimAnimation {
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation =
Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt);
Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt)
* Quaternion::rotation_z(fast * velocity.magnitude() * -0.02);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(fastalt * 0.3 + tilt * 2.0);
next.chest_back.orientation =
Quaternion::rotation_z(fastalt * velocity.magnitude() * 0.1 + tilt * 2.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(fast * 0.3 + tilt * 2.0);
next.tail.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 + tilt * 2.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(fast * 0.3 - 0.1 + tilt * -0.5);
next.fin_l.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 - 0.1 + tilt * -0.5);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(-fast * 0.3 + 0.1 + tilt * -0.5);
next.fin_r.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * -0.1 + 0.1 + tilt * -0.5);
next
}
}

View File

@ -21,9 +21,9 @@ impl Animation for IdleAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest.scale = Vec3::one() / 11.0;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);

View File

@ -21,9 +21,9 @@ impl Animation for JumpAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest.scale = Vec3::one() / 11.0;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);

View File

@ -21,9 +21,9 @@ impl Animation for RunAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest.scale = Vec3::one() / 11.0;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);

View File

@ -6,7 +6,7 @@ use std::f32::consts::PI;
pub struct SwimAnimation;
type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>, f32);
impl Animation for SwimAnimation {
type Dependency = SwimAnimationDependency;
@ -19,14 +19,14 @@ impl Animation for SwimAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
anim_time: f64,
(velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let fast = (anim_time as f32 * 7.0 + PI).sin();
let fast = (acc_vel * 5.0 + PI).sin();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -44,20 +44,19 @@ impl Animation for SwimAnimation {
let abstilt = tilt.abs();
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
next.chest.scale = Vec3::one() / 11.0;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.orientation = Quaternion::rotation_z(fast * -0.1)
+ Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt) * Quaternion::rotation_z(fast * -0.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(fast * 0.3 + tilt * 2.0);
next.tail.orientation = Quaternion::rotation_z(fast * -1.0 * velocity.magnitude() * 0.1 + tilt * 2.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(fast * 0.3 - 0.3 + tilt * -0.5);
next.fin_l.orientation = Quaternion::rotation_z(fast * 0.6 * velocity.magnitude() * 0.1 - 0.3 + tilt * -0.5);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(-fast * 0.3 + 0.3 + tilt * -0.5);
next.fin_r.orientation = Quaternion::rotation_z(fast * -0.6 * velocity.magnitude() * 0.1 + 0.3 + tilt * -0.5);
next
}
}

View File

@ -28,9 +28,9 @@ impl Animation for SwimIdleAnimation {
let slow = (anim_time as f32 * 3.5 + PI).sin();
next.chest.scale = Vec3::one() / 11.0;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);

View File

@ -2170,6 +2170,13 @@ impl FigureMgr {
_ => continue,
};
// Bad, can potentially overflow
if vel.0.magnitude_squared() != 0.0 {
state.acc_vel += vel.0.magnitude() * dt;
} else {
state.acc_vel = 0.0;
}
if !character.same_variant(&last_character.0) {
state.state_time = 0.0;
}
@ -2214,7 +2221,14 @@ impl FigureMgr {
// Swim
(_, true, true) => anim::fish_medium::SwimAnimation::update_skeleton(
&FishMediumSkeleton::default(),
(vel.0, ori, state.last_ori, time, state.avg_vel),
(
vel.0,
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -2572,6 +2586,13 @@ impl FigureMgr {
_ => continue,
};
// Bad, can potentially overflow
if vel.0.magnitude_squared() != 0.0 {
state.acc_vel += vel.0.magnitude() * dt;
} else {
state.acc_vel = 0.0;
}
if !character.same_variant(&last_character.0) {
state.state_time = 0.0;
}
@ -2616,7 +2637,14 @@ impl FigureMgr {
// Swim
(_, true, true) => anim::fish_small::SwimAnimation::update_skeleton(
&FishSmallSkeleton::default(),
(vel.0, ori, state.last_ori, time, state.avg_vel),
(
vel.0,
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -3775,6 +3803,7 @@ pub struct FigureStateMeta {
avg_vel: anim::vek::Vec3<f32>,
last_light: f32,
last_glow: f32,
acc_vel: f32,
}
impl FigureStateMeta {
@ -3821,6 +3850,7 @@ impl<S: Skeleton> FigureState<S> {
avg_vel: anim::vek::Vec3::zero(),
last_light: 1.0,
last_glow: 0.0,
acc_vel: 0.0,
},
skeleton,
}