Merge branch 'zesterer/backpack-fixes' into 'master'

Make backpacks distinct ArmorKinds, fix visual offsets of carried weapons

See merge request veloren/veloren!4131
This commit is contained in:
Joshua Barretto 2023-10-13 22:21:53 +00:00
commit 32b0b33abe
26 changed files with 258 additions and 154 deletions

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@ -16,7 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- First version of multisalvage that allows to obtain more than one piece of material from salvage
- Axe
- Combat music toggle
- Spawn rtsim wyverns that travel the world, providing dragon scale loot drops
- Spawn rtsim wyverns that travel the world, providing dragon scale loot drops
- Hardwood in tropical forests, frostwood in cold forests, and iron wood on the top of giant trees
- Recipe for shovel, which is used to dig in mud and graves
- Recipe for a new leather pack
@ -41,7 +41,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Deflect no longer parry melee hits
- Changed recipes for some bags to make them more horizontal
- Increase invetory slots on some bags to improve early game experience
- Made helmets, necklaces, rings, twig armors and some gliders salvageable
- Tweaked stats on some foods so they generally increase a tiny bit more HP
- Reduced idle time after consumption from 5 to 4 seconds
@ -57,6 +56,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Chat command responses sent by the server can now be localized
- Frost Gigas spawns in cold areas (but isn't forced to stay there)
- The ability limit for non-humanoids has been removed
- Improved running, wielding, and riding animations
- Fixed offset of items carried on backs when wearing cloaks and backpacks
### Removed
- Medium and large potions from all loot tables

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@ -2,10 +2,10 @@ ItemDef(
name: "Merchant Backpack",
description: "",
kind: Armor((
kind: Back,
kind: Backpack,
stats: FromSet("Merchant"),
)),
quality: High,
slots: 18,
tags: [],
)
)

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@ -2,9 +2,9 @@ ItemDef(
name: "Miner's Backpack",
description: "Battered from heavy rocks being carried inside.",
kind: Armor((
kind: Back,
kind: Backpack,
stats: FromSet("Miner"),
)),
quality: High,
tags: [],
)
)

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@ -2,11 +2,11 @@ ItemDef(
name: "Traveler's Backpack",
description: "Comfortable and with enough capacity, its a hoarder's best friend.",
kind: Armor((
kind: Back,
kind: Backpack,
stats: Direct((
)),
)),
quality: Epic,
tags: [Bag],
slots: 20,
)
)

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@ -2,7 +2,7 @@ ItemDef(
name: "Rugged Backpack",
description: "Keeps all your stuff together.",
kind: Armor((
kind: Back,
kind: Backpack,
stats: Direct((
protection: Some(Normal(0.0)),
poise_resilience: Some(Normal(0.0)),

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@ -14,6 +14,7 @@ hud-bag-glider = Glider
hud-bag-belt = Belt
hud-bag-ring = Ring
hud-bag-back = Back
hud-bag-backpack = Backpack
hud-bag-legs = Legs
hud-bag-feet = Feet
hud-bag-mainhand = Mainhand

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@ -149,7 +149,7 @@
color: None
),
"common.items.armor.merchant.back": (
vox_spec: ("armor.merchant.back", (-9.0, -7.0, -12.0)),
vox_spec: ("armor.merchant.back", (-8.0, -7.0, -11.0)),
color: None
),
},

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@ -203,6 +203,7 @@ fn get_armor_kind(kind: &ArmorKind) -> String {
ArmorKind::Pants => "Pants".to_string(),
ArmorKind::Foot => "Foot".to_string(),
ArmorKind::Back => "Back".to_string(),
ArmorKind::Backpack => "Backpack".to_string(),
ArmorKind::Ring => "Ring".to_string(),
ArmorKind::Neck => "Neck".to_string(),
ArmorKind::Head => "Head".to_string(),

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@ -75,6 +75,7 @@ impl From<&Item> for Body {
ArmorKind::Pants => Body::Armor(ItemDropArmorKind::Pants),
ArmorKind::Foot => Body::Armor(ItemDropArmorKind::Foot),
ArmorKind::Back => Body::Armor(ItemDropArmorKind::Back),
ArmorKind::Backpack => Body::Armor(ItemDropArmorKind::Back),
ArmorKind::Ring => Body::Armor(ItemDropArmorKind::Ring),
ArmorKind::Neck => Body::Armor(ItemDropArmorKind::Neck),
ArmorKind::Head => Body::Armor(ItemDropArmorKind::Head),

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@ -23,6 +23,7 @@ pub enum ArmorKind {
Head,
Tabard,
Bag,
Backpack,
}
impl ArmorKind {
@ -35,6 +36,7 @@ impl ArmorKind {
ArmorKind::Pants => true,
ArmorKind::Foot => true,
ArmorKind::Back => true,
ArmorKind::Backpack => true,
ArmorKind::Ring => false,
ArmorKind::Neck => false,
ArmorKind::Head => true,
@ -252,6 +254,7 @@ impl Armor {
ArmorKind::Pants => 2.0,
ArmorKind::Foot => 1.0,
ArmorKind::Back => 0.5,
ArmorKind::Backpack => 0.0,
ArmorKind::Ring => 0.0,
ArmorKind::Neck => 0.0,
ArmorKind::Head => 0.0,

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@ -142,6 +142,7 @@ impl ArmorSlot {
| (Self::Ring1, ArmorKind::Ring)
| (Self::Ring2, ArmorKind::Ring)
| (Self::Back, ArmorKind::Back)
| (Self::Back, ArmorKind::Backpack)
| (Self::Belt, ArmorKind::Belt)
| (Self::Legs, ArmorKind::Pants)
| (Self::Feet, ArmorKind::Foot)

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@ -29,7 +29,7 @@ impl Animation for RunAnimation {
let speednorm = (speed / 13.0).powf(0.25);
let speedmult = 0.8;
let lab: f32 = 0.6; //6
let lab: f32 = 0.9; //6
// acc_vel and anim_time mix to make sure phase lenght isn't starting at
// +infinite
@ -92,18 +92,18 @@ impl Animation for RunAnimation {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foot1b * -1.0,
s_a.foot.2 + (foot1a * 1.5).max(0.0),
s_a.foot.2 + (foot1a * 4.0).max(0.0),
);
next.foot_l.orientation = Quaternion::rotation_x(0.2 * speednorm + foot1b * -0.8 + 0.1)
next.foot_l.orientation = Quaternion::rotation_x(0.2 * speednorm + foot1b * -0.3 + 0.1)
* Quaternion::rotation_y(tilt * -1.0)
* Quaternion::rotation_z(tilt * -0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foot2b * -1.0,
s_a.foot.2 + (foot2a * 1.5).max(0.0),
s_a.foot.2 + (foot2a * 4.0).max(0.0),
);
next.foot_r.orientation = Quaternion::rotation_x(0.2 * speednorm + foot2b * -0.8 + 0.1)
next.foot_r.orientation = Quaternion::rotation_x(0.2 * speednorm + foot2b * -0.3 + 0.1)
* Quaternion::rotation_y(tilt * -1.0)
* Quaternion::rotation_z(tilt * -0.5);
@ -114,12 +114,15 @@ impl Animation for RunAnimation {
s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + speednorm * -2.0,
) * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(-0.1 + short * 0.07 + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(shortalt * 0.10);
* Quaternion::rotation_y(tilt * 0.8 - shortalt * 0.2)
* Quaternion::rotation_z(shortalt * 0.1);
next.neck.orientation = next.neck.orientation * Quaternion::rotation_y(shortalt * 0.2);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation =
Quaternion::rotation_x(0.3 + short * -0.02) * Quaternion::rotation_z(tilt * 2.0);
next.tail_front.orientation = Quaternion::rotation_x(0.3 + short * -0.02)
* Quaternion::rotation_y(shortalt * 0.2)
* Quaternion::rotation_z(tilt * 2.0);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation =
@ -137,10 +140,10 @@ impl Animation for RunAnimation {
);
next.wing_in_l.orientation = Quaternion::rotation_x(foot2a * -0.05 + speednorm * -0.3)
* Quaternion::rotation_y(-0.8 + speednorm * 0.5 + foot2b * -0.2)
* Quaternion::rotation_y(-0.8 + speednorm * 0.5 + foot2b * -0.2 + shortalt * 0.3)
* Quaternion::rotation_z(0.2 + foot2a * 0.6);
next.wing_in_r.orientation = Quaternion::rotation_x(foot1a * -0.05 + speednorm * -0.3)
* Quaternion::rotation_y(0.8 + speednorm * -0.55 + foot1b * 0.2)
* Quaternion::rotation_y(0.8 + speednorm * -0.55 + foot1b * 0.2 + shortalt * 0.3)
* Quaternion::rotation_z(-0.2 + foot1a * -0.6);
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
@ -161,18 +164,18 @@ impl Animation for RunAnimation {
next.leg_l.position = Vec3::new(
-s_a.leg.0,
s_a.leg.1 + foot1b * -2.3,
s_a.leg.1 + foot1b * -4.0,
s_a.leg.2 + foot2b * -1.5,
);
next.leg_l.orientation = Quaternion::rotation_x(-1.0 * speednorm + foot1a * 0.15)
next.leg_l.orientation = Quaternion::rotation_x(-0.3 * speednorm + foot1a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
next.leg_r.position = Vec3::new(
s_a.leg.0,
s_a.leg.1 + foot2b * -2.3,
s_a.leg.1 + foot2b * -4.0,
s_a.leg.2 + foot1b * -1.5,
);
next.leg_r.orientation = Quaternion::rotation_x(-1.0 * speednorm + foot2a * 0.15)
next.leg_r.orientation = Quaternion::rotation_x(-0.3 * speednorm + foot2a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
} else {
next.chest.position = Vec3::new(
@ -180,9 +183,12 @@ impl Animation for RunAnimation {
s_a.chest.0,
s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm,
) * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(shortalt * 0.10);
next.chest.orientation =
Quaternion::rotation_x(short * 0.07 + x_tilt + foot1b.max(foot2b) * 0.2)
* Quaternion::rotation_y(tilt * 0.8 - foot1b * 0.2)
* Quaternion::rotation_z(shortalt * 0.1);
next.neck.orientation = next.neck.orientation * Quaternion::rotation_y(shortalt * -0.2);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(0.6 + short * -0.02);
@ -210,13 +216,13 @@ impl Animation for RunAnimation {
next.wing_out_r.orientation =
Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1 + foot1b * -2.3, s_a.leg.2);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1 + foot1b * -5.0, s_a.leg.2);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.1)
* Quaternion::rotation_y(tilt * 0.5 + (foot1a + 1.0) * 0.15);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1 + foot2b * -2.3, s_a.leg.2);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1 + foot2b * -5.0, s_a.leg.2);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.1)
* Quaternion::rotation_y(tilt * 0.5 - (foot2a + 1.0) * 0.15);
}
next
}

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@ -26,10 +26,10 @@ impl Animation for RunAnimation {
*rate = 1.0;
//let speednorm = speed / 13.0;
let speednorm = (speed / 13.0).powf(0.25);
let speednorm = (speed / 13.0).powf(0.5);
let speedmult = 0.8;
let lab: f32 = 0.6; //6
let lab: f32 = 0.8; //6
// acc_vel and anim_time mix to make sure phase lenght isn't starting at
// +infinite
@ -76,16 +76,21 @@ impl Animation for RunAnimation {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
* Quaternion::rotation_y(tilt * 0.2)
* Quaternion::rotation_y(tilt * 0.2 + foot1a * 0.25)
* Quaternion::rotation_z(shortalt * -0.05 - tilt * 1.5);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + short * 0.5 + x_tilt * 4.0 + 0.5 * speednorm,
s_a.chest.1
+ 1.5
+ short * 0.5
+ foot1b.max(foot2b) * 2.0
+ x_tilt * 4.0
+ 0.5 * speednorm,
) * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_y(tilt * 0.8 - foot1a * 0.25)
* Quaternion::rotation_z(shortalt * 0.10);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
@ -108,13 +113,21 @@ impl Animation for RunAnimation {
next.wing_out_r.orientation =
Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1 + foot1b * -0.8, s_a.leg.2);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
next.leg_l.position = Vec3::new(
-s_a.leg.0,
s_a.leg.1 + foot1b * -1.8,
s_a.leg.2 + (foot1b + 1.0) * 0.75,
);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.75)
* Quaternion::rotation_y(tilt * 0.5 + foot1b.max(0.0) * 0.6);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1 + foot2b * -0.8, s_a.leg.2);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
* Quaternion::rotation_y(tilt * 0.5);
next.leg_r.position = Vec3::new(
s_a.leg.0,
s_a.leg.1 + foot2b * -1.8,
s_a.leg.2 + (foot2b + 1.0) * 0.75,
);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.75)
* Quaternion::rotation_y(tilt * 0.5 - foot2b.max(0.0) * 0.6);
next
}
}

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@ -31,6 +31,9 @@ impl Animation for GlideWieldAnimation {
glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
next.shoulder_l.orientation = next.shoulder_r.orientation;
next.hand_r.position =
glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);

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@ -58,6 +58,9 @@ impl Animation for GlidingAnimation {
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(-speedlog + slow * 0.15);
next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
next.shoulder_l.orientation = next.shoulder_r.orientation;
next.hand_l.position =
glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);

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@ -89,17 +89,17 @@ impl Animation for IdleAnimation {
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.position = Vec3::new(-7.0, -5. - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
@ -110,12 +110,12 @@ impl Animation for IdleAnimation {
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.position = Vec3::new(-4.0, -4.0 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
@ -127,12 +127,12 @@ impl Animation for IdleAnimation {
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},

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@ -144,27 +144,27 @@ impl Animation for JumpAnimation {
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
next.main.position = Vec3::new(-0.0, -5.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
@ -172,18 +172,18 @@ impl Animation for JumpAnimation {
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0, 3.0);
next.second.position = Vec3::new(0.0, -4.5 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
next.second.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
@ -211,7 +211,7 @@ impl Animation for JumpAnimation {
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.position = Vec3::new(-4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
@ -223,7 +223,7 @@ impl Animation for JumpAnimation {
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.position = Vec3::new(4.0, -6.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},

View File

@ -86,6 +86,8 @@ skeleton_impls!(struct CharacterSkeleton {
control_r,
:: // Begin non-bone fields
holding_lantern: bool,
// The offset from the back that carried weapons should be given to avoid clipping due to, say, a backpack
back_carry_offset: f32,
main_weapon_trail: bool,
off_weapon_trail: bool,
// Cannot exist at same time as weapon trails. Since gliding and attacking are mutually exclusive, should never be a concern.
@ -93,9 +95,10 @@ skeleton_impls!(struct CharacterSkeleton {
});
impl CharacterSkeleton {
pub fn new(holding_lantern: bool) -> Self {
pub fn new(holding_lantern: bool, back_carry_offset: f32) -> Self {
Self {
holding_lantern,
back_carry_offset,
..Self::default()
}
}

View File

@ -211,22 +211,38 @@ impl Animation for RollAnimation {
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = if prev_aimed_dir.is_some() {
Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
)
} else {
Vec3::new(
-1.0 * movement1 + s_a.hand.0 + 3.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1 + 8.0,
)
};
next.hand_r.orientation = if prev_aimed_dir.is_some() {
Quaternion::rotation_x(0.6 * movement1)
} else {
Quaternion::rotation_y(-1.0)
};
};
next.head.position = Vec3::new(
0.0,
s_a.head.0 + 1.5 * movement1,
s_a.head.1 - 1.0 * movement1,
);
next.head.orientation = Quaternion::rotation_x(-0.3 * movement1);
next.head.orientation = Quaternion::rotation_x(-0.3 * movement1)
* if prev_aimed_dir.is_some() {
Quaternion::identity()
} else {
Quaternion::rotation_y(-0.4)
};
next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
@ -246,20 +262,32 @@ impl Animation for RollAnimation {
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0,
if prev_aimed_dir.is_some() {
1.0 * movement1 - s_a.foot.0
} else {
1.0 * movement1 - s_a.foot.0 + 5.0
},
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0,
if prev_aimed_dir.is_some() {
1.0 * movement1 + s_a.foot.0
} else {
1.0 * movement1 + s_a.foot.0 + 3.0
},
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
next.torso.position = Vec3::new(0.0, 0.0, 7.0 * movement1);
next.torso.position = if prev_aimed_dir.is_some() {
Vec3::new(0.0, 0.0, 7.0 * movement1)
} else {
Vec3::new(4.0, 0.0, 7.0 * movement1)
};
let roll_spin = Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI);
next.torso.orientation = if let Some(prev_aimed_dir) = prev_aimed_dir {
// This is *slightly* hacky. Because rolling is not strafed movement, we
@ -278,7 +306,7 @@ impl Animation for RollAnimation {
})
.unwrap_or_default()
} else {
roll_spin * Quaternion::rotation_z(tilt * -10.0)
roll_spin * Quaternion::rotation_z(tilt * -10.0) * Quaternion::rotation_y(-0.6)
};
next

View File

@ -52,9 +52,9 @@ impl Animation for RunAnimation {
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let impact = (avg_vel.z).max(-8.0);
let speednorm = (speed / 9.4).powf(0.6);
let speednorm = (speed / 9.4).powf(0.65);
let lab: f32 = 0.5 / s_a.scaler;
let lab: f32 = 0.6 / s_a.scaler.powf(0.75);
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
@ -70,13 +70,36 @@ impl Animation for RunAnimation {
let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6).sin());
let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin();
let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin();
let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin();
let footstrafer = (acc_vel * 1.6 * lab + PI * (0.95)).sin();
let back_speed = 2.6;
let footvertl = (acc_vel * 1.6 * lab).sin();
let footvertr = (acc_vel * 1.6 * lab + PI).sin();
let dirside = orientation.xy().dot(velocity.xy()).signum();
let foothoril = if dirside > 0.0 {
(acc_vel * 1.6 * lab + PI * 1.45).sin() * dirside
} else {
(acc_vel * back_speed * lab + PI * 1.45).sin() * dirside
};
let foothorir = if dirside > 0.0 {
(acc_vel * 1.6 * lab + PI * (0.45)).sin() * dirside
} else {
(acc_vel * back_speed * lab + PI * (0.45)).sin() * dirside
};
let strafeside = orientation
.xy()
.dot(velocity.xy().rotated_z(PI * -0.5))
.signum();
let footstrafel = (acc_vel * 1.6 * lab + PI * 1.5).sin() * strafeside;
let footstrafer = (acc_vel * 1.6 * lab + PI).sin() * -strafeside;
let footvertl = if dirside > 0.0 {
(acc_vel * 1.6 * lab).sin()
} else {
(acc_vel * back_speed * lab).sin()
};
let footvertr = if dirside > 0.0 {
(acc_vel * 1.6 * lab + PI).sin()
} else {
(acc_vel * back_speed * lab + PI).sin()
};
let footvertsl = (acc_vel * 1.6 * lab).sin();
let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
@ -85,7 +108,6 @@ impl Animation for RunAnimation {
let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6 + PI * 0.5).sin());
let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
let side =
(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
@ -143,55 +165,56 @@ impl Animation for RunAnimation {
next.hand_l.position = Vec3::new(
-s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm
+ (foothoril.abs().powf(2.0) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm,
s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm * (1.0 - sideabs),
s_a.hand.2 - foothorir * 2.75 * speednorm + foothoril.abs().powf(3.0) * speednorm * 8.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm)
* Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07);
Quaternion::rotation_x(
0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm * (1.0 - sideabs),
) * Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07);
next.hand_r.position = Vec3::new(
s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm
- (foothorir.abs().powf(2.0) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm,
s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm * (1.0 - sideabs),
s_a.hand.2 - foothoril * 2.75 * speednorm + foothorir.abs().powf(3.0) * speednorm * 8.0,
);
next.hand_r.orientation =
Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm)
* Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
Quaternion::rotation_x(
0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm * (1.0 - sideabs),
) * Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
//
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -10.0,
s_a.foot.1
+ (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm)
+ (direction * 5.0).max(0.0),
-s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertl * -5.0 * speednorm).max(-1.0)))
+ side * ((footvertsl * 1.5).max(-1.0))
+ foothoril.abs().powf(6.0) * speednorm * 5.0,
+ side * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.3 + foothoril * -1.5 * speednorm) + sideabs * -0.5,
(1.0 - sideabs) * (foothoril + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothoril * 0.3),
) * Quaternion::rotation_z(side * 0.2);
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
next.foot_r.position = Vec3::new(
s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -10.0,
s_a.foot.1
+ (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm)
+ (direction * 5.0).max(0.0),
s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertr * -5.0 * speednorm).max(-1.0)))
+ side * ((footvertsr * -1.5).max(-1.0))
+ foothorir.abs().powf(6.0) * speednorm * 5.0,
+ side * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.3 + foothorir * -1.5 * speednorm) + sideabs * -0.5,
(1.0 - sideabs) * (foothorir + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothorir * 0.3),
) * Quaternion::rotation_z(side * 0.2);
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
//
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
@ -215,27 +238,27 @@ impl Animation for RunAnimation {
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
next.main.position = Vec3::new(-0.0, -5.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0 + shorte * -0.2);
},
@ -243,17 +266,17 @@ impl Animation for RunAnimation {
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0, 3.0);
next.second.position = Vec3::new(0.0, -4.5 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
next.second.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
@ -288,7 +311,7 @@ impl Animation for RunAnimation {
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.position = Vec3::new(-4.0, -4.5 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
@ -300,7 +323,7 @@ impl Animation for RunAnimation {
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},

View File

@ -111,17 +111,17 @@ impl Animation for StandAnimation {
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
@ -132,17 +132,17 @@ impl Animation for StandAnimation {
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.position = Vec3::new(-4.0, -4.5 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -4.0, 3.0);
next.main.position = Vec3::new(-0.0, -4.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
@ -153,17 +153,17 @@ impl Animation for StandAnimation {
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0, 3.0);
next.second.position = Vec3::new(0.0, -4.0 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},

View File

@ -110,8 +110,8 @@ impl Animation for WieldAnimation {
s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0),
);
next.foot_l.orientation = Quaternion::rotation_x(
jump * -0.7 + u_slowalt * 0.035 - 0.2 + tilt * footvertlstatic * 0.1
- tilt.abs() * 0.3,
jump * -0.7 + u_slowalt * 0.035 + tilt * footvertlstatic * 0.1
- tilt.abs() * 0.3 * speednorm,
) * Quaternion::rotation_z(-tilt * 0.3);
next.foot_r.position = Vec3::new(
@ -120,7 +120,8 @@ impl Animation for WieldAnimation {
s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0),
);
next.foot_r.orientation = Quaternion::rotation_x(
jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1 - tilt.abs() * 0.3,
jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1
- tilt.abs() * 0.3 * speednorm,
) * Quaternion::rotation_z(-tilt * 0.3);
next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04)

View File

@ -104,9 +104,9 @@ impl Animation for RunAnimation {
//Gallop
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + shortalt * -0.2);
next.head.orientation = Quaternion::rotation_x(
look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * 0.05 - 0.1,
look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * 0.2 - 0.1,
) * Quaternion::rotation_z(
look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
look.x * 0.3 / ((canceler).max(0.5)) + tilt * -2.0,
) * Quaternion::rotation_y(tilt * 0.8);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + shortalt * -0.8);
@ -167,21 +167,21 @@ impl Animation for RunAnimation {
next.leg_bl.position = Vec3::new(
-s_a.leg_b.0,
s_a.leg_b.1 + amplitude3 * foot3b * -1.1,
s_a.leg_b.2 + amplitude3 * foot3a * 1.1,
s_a.leg_b.1 + amplitude3 * foot3a * -4.5,
s_a.leg_b.2 + amplitude3 * foot3b * -2.2,
);
next.leg_bl.orientation =
Quaternion::rotation_x(canceler * -0.2 + amplitude3 * foot3b * -0.55)
Quaternion::rotation_x(canceler * -0.1 + amplitude3 * foot3a * -1.2)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);
next.leg_br.position = Vec3::new(
s_a.leg_b.0,
s_a.leg_b.1 + amplitude3 * foot4b * -1.1,
s_a.leg_b.2 + amplitude3 * foot4a * 1.1,
s_a.leg_b.1 + amplitude3 * foot4a * -4.5,
s_a.leg_b.2 + amplitude3 * foot4b * -2.2,
);
next.leg_br.orientation =
Quaternion::rotation_x(canceler * -0.2 + amplitude3 * foot4b * -0.55)
Quaternion::rotation_x(canceler * -0.1 + amplitude3 * foot4a * -1.2)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);

View File

@ -30,7 +30,7 @@ impl Animation for RunAnimation {
let mixed_vel = acc_vel + anim_time * 6.0; //sets run frequency using speed, with anim_time setting a floor
let speedmult = 1.0;
let lab: f32 = 0.6; //6
let lab: f32 = 0.45; //6
let short = ((1.0
/ (0.72
@ -120,8 +120,8 @@ impl Animation for RunAnimation {
};
next.leg_l.position = Vec3::new(
-s_a.leg.0 + speednorm * 1.5,
s_a.leg.1 + foot1b * -1.3,
s_a.leg.2 + foot1a * 1.0,
s_a.leg.1 + foot1b * -2.3,
s_a.leg.2 * 1.5 + foot1a.max(0.0) * 3.0,
);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
* Quaternion::rotation_y(tilt * 0.5)
@ -129,8 +129,8 @@ impl Animation for RunAnimation {
next.leg_r.position = Vec3::new(
s_a.leg.0 + speednorm * -1.5,
s_a.leg.1 + foot2b * -1.3,
s_a.leg.2 + foot2a * 1.0,
s_a.leg.1 + foot2b * -2.3,
s_a.leg.2 * 1.5 + foot2a.max(0.0) * 3.0,
);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
* Quaternion::rotation_y(tilt * 0.5)
@ -141,17 +141,16 @@ impl Animation for RunAnimation {
s_a.foot.1 + foot1b * -2.0,
s_a.foot.2 + speednorm * 0.5 + (foot1a * 1.5).max(0.0),
);
next.foot_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1b * -0.35)
* Quaternion::rotation_y(tilt * -1.0)
* Quaternion::rotation_z(tilt * -0.5);
next.foot_l.orientation =
Quaternion::rotation_x(0.2 + foot2b * 0.6) * Quaternion::rotation_y(tilt * -1.0);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foot2b * -2.0,
s_a.foot.2 + speednorm * 0.5 + (foot2a * 1.5).max(0.0),
);
next.foot_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2b * -0.35)
* Quaternion::rotation_y(tilt * -1.0);
next.foot_r.orientation =
Quaternion::rotation_x(0.2 + foot1b * 0.6) * Quaternion::rotation_y(tilt * -1.0);
next
}

View File

@ -293,6 +293,7 @@ fn armor_kind<'a>(armor: &Armor, i18n: &'a Localization) -> Cow<'a, str> {
ArmorKind::Pants => i18n.get_msg("hud-bag-legs"),
ArmorKind::Foot => i18n.get_msg("hud-bag-feet"),
ArmorKind::Back => i18n.get_msg("hud-bag-back"),
ArmorKind::Backpack => i18n.get_msg("hud-bag-backpack"),
ArmorKind::Ring => i18n.get_msg("hud-bag-ring"),
ArmorKind::Neck => i18n.get_msg("hud-bag-neck"),
ArmorKind::Head => i18n.get_msg("hud-bag-head"),

View File

@ -37,8 +37,9 @@ use anim::{
use common::{
comp::{
inventory::slot::EquipSlot,
item::{Hands, ItemKind, ToolKind},
item::{armor::ArmorKind, Hands, ItemKind, ToolKind},
ship::{self, figuredata::VOXEL_COLLIDER_MANIFEST},
slot::ArmorSlot,
Body, CharacterActivity, CharacterState, Collider, Controller, Health, Inventory, Item,
ItemKey, Last, LightAnimation, LightEmitter, Object, Ori, PhysicsState, PoiseState, Pos,
Scale, Vel,
@ -1107,6 +1108,21 @@ impl FigureMgr {
&& !character.map_or(false, |c| c.is_using_hands())
&& physics.in_liquid().is_none();
let back_carry_offset = inventory
.and_then(|i| i.equipped(EquipSlot::Armor(ArmorSlot::Back)))
.and_then(|i| {
if let ItemKind::Armor(armor) = i.kind().as_ref() {
match &armor.kind {
ArmorKind::Backpack => Some(4.0),
ArmorKind::Back => Some(1.5),
_ => None,
}
} else {
None
}
})
.unwrap_or(0.0);
let state = self
.states
.character_states
@ -1114,7 +1130,7 @@ impl FigureMgr {
.or_insert_with(|| {
FigureState::new(
renderer,
CharacterSkeleton::new(holding_lantern),
CharacterSkeleton::new(holding_lantern, back_carry_offset),
body,
)
});
@ -1141,7 +1157,7 @@ impl FigureMgr {
// Standing or Skating
(true, false, false, false, _) | (_, _, false, false, true) => {
anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, back_carry_offset),
(
active_tool_kind,
second_tool_kind,
@ -1160,7 +1176,7 @@ impl FigureMgr {
// Running
(true, true, false, false, _) => {
anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, back_carry_offset),
(
active_tool_kind,
second_tool_kind,
@ -1182,7 +1198,7 @@ impl FigureMgr {
// In air
(false, _, false, false, _) => {
anim::character::JumpAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, back_carry_offset),
(
active_tool_kind,
second_tool_kind,
@ -1200,7 +1216,7 @@ impl FigureMgr {
},
// Swim
(_, _, true, false, _) => anim::character::SwimAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, back_carry_offset),
(
active_tool_kind,
second_tool_kind,
@ -1218,7 +1234,7 @@ impl FigureMgr {
),
// Mount
(_, _, _, true, _) => anim::character::MountAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, back_carry_offset),
(
active_tool_kind,
second_tool_kind,