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bandaid fix for swim wield
This commit is contained in:
parent
9ff5c23cf0
commit
316546af22
@ -21,6 +21,7 @@ pub mod spin;
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pub mod spinmelee;
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pub mod stand;
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pub mod swim;
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pub mod swimwield;
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pub mod wield;
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// Reexports
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@ -31,7 +32,7 @@ pub use self::{
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glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
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jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation,
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shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation, spin::SpinAnimation,
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spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation,
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spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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wield::WieldAnimation,
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};
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@ -40,7 +40,7 @@ impl Animation for SwimAnimation {
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let lab = 1.0 * tempo;
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let short = (anim_time as f32 * lab as f32 * 6.0).sin();
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let short = (anim_time as f32 * lab as f32 * 6.0+ PI/2.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 6.0).sin();
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@ -80,7 +80,7 @@ impl Animation for SwimAnimation {
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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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ori.angle_between(last_ori).min(0.8)
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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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@ -92,9 +92,9 @@ impl Animation for SwimAnimation {
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 - 1.0 + short * 0.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + short * -0.6 * intensity)
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next.head.ori = Quaternion::rotation_z(head_look.x*0.5 + short * -0.2 * intensity)
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* Quaternion::rotation_x(
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(0.6 * head_look.y * (1.0 / intensity)).abs()
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(0.4 * head_look.y * (1.0 / intensity)).abs()
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+ 0.45 * intensity
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+ velocity.z * 0.02,
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);
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@ -105,7 +105,7 @@ impl Animation for SwimAnimation {
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skeleton_attr.chest.0,
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-13.0 + skeleton_attr.chest.1 + short * 1.3 * intensity,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.4 * intensity);
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next.chest.ori = Quaternion::rotation_z(short * 0.1 * intensity);
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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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@ -123,21 +123,21 @@ impl Animation for SwimAnimation {
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 - foot * 1.2 * intensity,
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2.0 + skeleton_attr.hand.2 + foot * -3.0 * intensity,
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-1.0-skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity,
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5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity,
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);
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next.l_hand.ori =
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Quaternion::rotation_x(0.8 + foot * -0.6 * intensity) * Quaternion::rotation_y(0.2);
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Quaternion::rotation_x(1.5 + foot * -1.2 * intensity) * Quaternion::rotation_y(0.4+foot*-0.35);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 + foot * 1.2 * intensity,
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2.0 + skeleton_attr.hand.2 + foot * 3.0 * intensity,
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1.0+skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity,
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5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity,
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);
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next.r_hand.ori =
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Quaternion::rotation_x(0.8 + foot * 0.6 * intensity) * Quaternion::rotation_y(-0.2);
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Quaternion::rotation_x(1.5 + foot * 1.2 * intensity) * Quaternion::rotation_y(-0.4+foot*-0.35);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
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@ -221,7 +221,7 @@ impl Animation for SwimAnimation {
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next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(adjust + avg_vel.z * 0.12)
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* Quaternion::rotation_z(tilt * 12.0 + short * 0.4 * intensity);
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* Quaternion::rotation_z(tilt * 12.0 + short * 0.0 * intensity);
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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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426
voxygen/src/anim/src/character/swimwield.rs
Normal file
426
voxygen/src/anim/src/character/swimwield.rs
Normal file
@ -0,0 +1,426 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::{Hands, ToolKind};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct SwimWieldAnimation;
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impl Animation for SwimWieldAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_swimwield\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_swimwield")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_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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let mut next = (*skeleton).clone();
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*rate = 1.0;
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let lab = 1.0;
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let speed = Vec3::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
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let footrotl = (((1.0)
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/ (0.2
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+ (0.8)
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* ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.2
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+ (0.8)
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* ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin());
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 3.0)
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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 / 3.0)
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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 slowalt = (anim_time as f32 * 6.0 + PI).cos();
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let u_slow = (anim_time as f32 * 1.0 + PI).sin();
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let slow = (anim_time as f32 * 3.0 + PI).sin();
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let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin();
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let u_slowalt = (anim_time as f32 * 3.0 + PI).cos();
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0).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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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
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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 + foothorir * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
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next.r_foot.scale = Vec3::one();
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if velocity > 0.1 {
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next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(velocity * -0.05);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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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 = Quaternion::rotation_x(
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(-0.5 + short * 0.3 + noisea * 0.3 + noiseb * 0.3).min(-0.1),
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);
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next.back.scale = Vec3::one() * 1.02;
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} else {
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next.head.offset = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + u_slow * 0.1,
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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;
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next.chest.offset = Vec3::new(
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0.0 + slowalt * 0.5,
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skeleton_attr.chest.0,
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skeleton_attr.chest.1 + u_slow * 0.5,
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);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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-2.0 + skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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2.0 + skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.chest.ori =
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Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15);
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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_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22);
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next.belt.scale = Vec3::one() * 1.02;
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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 = Quaternion::rotation_x(-0.2);
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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(0.3);
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}
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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.l_hand.offset = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 0.0, -3.0);
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next.main.ori = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(u_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(u_slowalt * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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// hands should be larger when holding a dagger grip,
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// also reduce flicker with overlapping polygons
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let hand_scale = 1.12;
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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(slow * 1.0);
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(0.0 * PI)
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* Quaternion::rotation_y(0.0 * PI)
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* Quaternion::rotation_z(0.0 * PI);
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next.l_hand.scale = Vec3::one() * hand_scale;
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next.main.offset = Vec3::new(0.0, 0.0, 0.0);
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next.main.ori = Quaternion::rotation_x(0.0 * PI)
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* Quaternion::rotation_y(0.0 * PI)
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* Quaternion::rotation_z(0.0 * PI);
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next.l_control.offset = Vec3::new(-7.0, 0.0, 0.0);
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// next.l_control.ori = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.l_control.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_x(0.0 * PI)
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* Quaternion::rotation_y(0.0 * PI)
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* Quaternion::rotation_z(0.0 * PI);
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next.r_hand.scale = Vec3::one() * hand_scale;
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next.second.offset = Vec3::new(0.0, 0.0, 0.0);
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next.second.ori = Quaternion::rotation_x(0.0 * PI)
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* Quaternion::rotation_y(0.0 * PI)
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* Quaternion::rotation_z(0.0 * PI);
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next.second.scale = Vec3::one();
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next.r_control.offset = Vec3::new(7.0, 0.0, 0.0);
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// next.r_control.ori = Quaternion::rotation_x(0.0 * PI)
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// * Quaternion::rotation_y(0.0 * PI)
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// * Quaternion::rotation_z(0.0 * PI);
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// next.r_control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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if velocity < 0.5 {
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next.head.offset = Vec3::new(
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0.0,
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-3.5 + skeleton_attr.head.0,
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skeleton_attr.head.1 + u_slow * 0.1,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x)
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* Quaternion::rotation_x(0.35 + head_look.y.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.ori = Quaternion::rotation_x(-0.35)
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* Quaternion::rotation_y(u_slowalt * 0.04)
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* Quaternion::rotation_z(0.15);
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next.belt.offset =
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Vec3::new(0.0, 1.0 + skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_x(0.15)
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* Quaternion::rotation_y(u_slowalt * 0.03)
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* Quaternion::rotation_z(0.15);
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next.shorts.offset =
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Vec3::new(0.0, 1.0 + skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
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next.control.ori = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(-0.5)
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* Quaternion::rotation_z(PI - 0.2);
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next.control.scale = Vec3::one();
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} else {
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next.control.ori = Quaternion::rotation_x(2.1)
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* Quaternion::rotation_y(-0.4)
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* Quaternion::rotation_z(PI - 0.2);
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next.control.scale = Vec3::one();
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}
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next.l_hand.offset = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-0.0, -2.0, -1.0);
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next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.offset = Vec3::new(-3.0, 11.0, 3.0);
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-12.0, 0.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(2.0, 0.0, 0.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
|
||||
next.control.offset = Vec3::new(6.0, 7.0, 1.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.3 + u_slow * 0.15)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.l_hand.offset = Vec3::new(1.5, 0.5, -4.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(8.0, 4.0, 2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.8)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(-0.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(12.0, 8.4, 13.2);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
|
||||
next.control.offset = Vec3::new(-14.0, 1.8, 3.0);
|
||||
next.control.ori = Quaternion::rotation_x(u_slow * 0.2)
|
||||
* Quaternion::rotation_y(-0.2)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
// hands should be larger when holding a dagger grip,
|
||||
// also reduce flicker with overlapping polygons
|
||||
let hand_scale = 1.12;
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
// next.control.ori = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.control.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.l_hand.scale = Vec3::one() * hand_scale;
|
||||
|
||||
next.main.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
|
||||
next.l_control.offset = Vec3::new(-7.0, 0.0, 0.0);
|
||||
// next.l_control.ori = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.r_hand.scale = Vec3::one() * hand_scale;
|
||||
|
||||
next.second.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.ori = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.r_control.offset = Vec3::new(7.0, 0.0, 0.0);
|
||||
// next.r_control.ori = Quaternion::rotation_x(0.0 * PI)
|
||||
// * Quaternion::rotation_y(0.0 * PI)
|
||||
// * Quaternion::rotation_z(0.0 * PI);
|
||||
// next.r_control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(2.0, 1.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(5.9, 4.5, -5.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
|
||||
next.hold.offset = Vec3::new(1.2, -1.0, -5.2);
|
||||
next.hold.ori = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.1);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(5.0, 8.75, -2.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
next.control.offset = Vec3::new(0.0, 6.0, 6.0);
|
||||
next.control.ori =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Farming(_)) => {
|
||||
if velocity < 0.5 {
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x)
|
||||
* Quaternion::rotation_x(-0.2 + head_look.y.abs());
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
}
|
||||
next.l_hand.offset = Vec3::new(9.0, 1.0, 1.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.57)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(3.14)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.offset = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
|
||||
next.control.ori = Quaternion::rotation_x(u_slow * 0.1)
|
||||
* Quaternion::rotation_y(0.6 + u_slow * 0.1)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_control.scale = Vec3::one();
|
||||
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
) {
|
||||
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -597,7 +597,7 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
),
|
||||
// Running
|
||||
(true, true, _) => anim::character::RunAnimation::update_skeleton(
|
||||
(true, true, false) => anim::character::RunAnimation::update_skeleton(
|
||||
&CharacterSkeleton::new(),
|
||||
(
|
||||
active_tool_kind.clone(),
|
||||
@ -627,7 +627,7 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
),
|
||||
// Swim
|
||||
(false, _, true) => anim::character::SwimAnimation::update_skeleton(
|
||||
(_, _, true) => anim::character::SwimAnimation::update_skeleton(
|
||||
&CharacterSkeleton::new(),
|
||||
(
|
||||
active_tool_kind.clone(),
|
||||
@ -823,13 +823,25 @@ impl FigureMgr {
|
||||
)
|
||||
},
|
||||
CharacterState::Wielding { .. } => {
|
||||
if physics.in_fluid {
|
||||
anim::character::SwimWieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
else{
|
||||
anim::character::WieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
)
|
||||
}
|
||||
|
||||
},
|
||||
CharacterState::Glide { .. } => {
|
||||
anim::character::GlidingAnimation::update_skeleton(
|
||||
|
Loading…
Reference in New Issue
Block a user