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clippy, consdensed climb, corrected some swim bugs
This commit is contained in:
parent
d7b3e84153
commit
37c733a067
@ -28,7 +28,7 @@ impl Animation for ClimbAnimation {
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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 lateral = Vec2::<f32>::from(velocity).magnitude();
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let speed = velocity.z;
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*rate = speed;
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let constant = 1.0;
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@ -60,7 +60,8 @@ impl Animation for ClimbAnimation {
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.sin()
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* 0.15,
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);
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if speed > 0.7 {
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let stagnant = if speed > -0.7 { 1.0 } else { 0.0 }; //sets static position when there is no movement
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if speed > 0.7 || lateral > 0.1 {
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next.head.offset = Vec3::new(
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0.0,
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-4.0 + skeleton_attr.head.0,
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@ -203,232 +204,113 @@ impl Animation for ClimbAnimation {
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next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0) * 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.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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if speed > -0.7 {
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next.head.offset =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_x(2.0 * head_look.y.abs())
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* Quaternion::rotation_z(3.5 * head_look.x.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.head.offset = Vec3::new(
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0.0,
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-1.0 - stagnant + skeleton_attr.head.0,
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skeleton_attr.head.1,
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);
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next.head.ori = Quaternion::rotation_x(
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-0.25 * (1.0 - stagnant) + stagnant * 2.0 * head_look.x.abs(),
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) * Quaternion::rotation_z(stagnant * 3.5 * head_look.x.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,
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-2.0 + skeleton_attr.chest.0 + 3.0,
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skeleton_attr.chest.1,
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);
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next.chest.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.3)
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* Quaternion::rotation_z(0.6);
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next.chest.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 1.0 + skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.ori = Quaternion::rotation_z(0.6 * stagnant)
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* Quaternion::rotation_x((0.2 + drop * 0.05) * (1.0 - stagnant));
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 0.5, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.1);
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next.belt.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 0.5, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_x(0.1 + dropa * 0.1);
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next.belt.scale = Vec3::one();
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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.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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-0.2 + dropa * 0.1 - 0.15 * (1.0 - stagnant) + stagnant * 0.1,
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);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset =
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Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(0.0);
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next.shorts.scale = Vec3::one();
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next.shorts.offset =
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Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_x(0.1 + dropa * 0.12 * (1.0 - stagnant));
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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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2.0 + skeleton_attr.hand.1,
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skeleton_attr.hand.2,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.8);
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next.l_hand.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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7.5 + stagnant * -5.0 + skeleton_attr.hand.1,
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7.0 + stagnant * -7.0 + skeleton_attr.hand.2 + dropa * -1.0 * (1.0 - stagnant),
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);
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next.l_hand.ori = Quaternion::rotation_x(2.2 + stagnant * -1.4)
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* Quaternion::rotation_y((0.3 + dropa * 0.1) * (1.0 - stagnant));
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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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5.5 + skeleton_attr.hand.1,
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5.0 + skeleton_attr.hand.2,
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);
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next.r_hand.ori = Quaternion::rotation_x(2.2) * Quaternion::rotation_y(-0.5);
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next.r_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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7.5 + stagnant * -2.5 + skeleton_attr.hand.1,
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5.0 + skeleton_attr.hand.2 + drop * -1.0 * (1.0 - stagnant),
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);
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next.r_hand.ori = Quaternion::rotation_x(2.2)
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* Quaternion::rotation_y(-0.3 + drop * 0.1 * (1.0 - stagnant));
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next.r_hand.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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5.0 + skeleton_attr.foot.1,
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1.0 + skeleton_attr.foot.2,
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);
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next.l_foot.ori = Quaternion::rotation_x(0.55);
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next.l_foot.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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4.0 + stagnant * 3.0 + skeleton_attr.foot.1,
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1.0 + skeleton_attr.foot.2 + drop * -2.0 * (1.0 - stagnant),
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);
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next.l_foot.ori = Quaternion::rotation_x(0.55 + drop * 0.1 * (1.0 - stagnant));
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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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5.0 + skeleton_attr.foot.1,
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-2.0 + skeleton_attr.foot.2,
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);
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next.r_foot.ori = Quaternion::rotation_x(0.2);
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next.r_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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2.0 + stagnant * 4.0 + skeleton_attr.foot.1,
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-2.0 + skeleton_attr.foot.2 + smooth * 1.0 * (1.0 - stagnant),
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);
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next.r_foot.ori = Quaternion::rotation_x(0.2 + smooth * 0.15 * (1.0 - stagnant));
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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(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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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(0.0);
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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(0.0);
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next.r_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(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
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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.main.offset = Vec3::new(-7.0, -5.0, 18.0);
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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.ori = Quaternion::rotation_y(0.0);
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next.second.scale = Vec3::one() * 0.0;
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next.second.offset = Vec3::new(0.0, 0.0, 0.0);
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next.second.ori = Quaternion::rotation_y(0.0);
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next.second.scale = Vec3::one() * 0.0;
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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(0.0) * Quaternion::rotation_y(0.0);
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next.lantern.scale = Vec3::one() * 0.65;
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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(0.0);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.4) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0) * 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.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 =
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Vec3::new(0.0, -1.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_x(-0.25) * Quaternion::rotation_z(0.0);
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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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-2.0 + skeleton_attr.chest.0 + 3.0,
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skeleton_attr.chest.1,
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);
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next.chest.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.2 + drop * 0.05)
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* Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 0.5, skeleton_attr.belt.1);
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next.belt.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.1 + dropa * 0.1);
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next.belt.scale = Vec3::one();
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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(-0.15);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset =
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Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.1 + dropa * 0.12)
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* Quaternion::rotation_y(0.0);
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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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7.5 + skeleton_attr.hand.1,
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7.0 + skeleton_attr.hand.2 + dropa * -1.0,
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);
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next.l_hand.ori =
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Quaternion::rotation_x(2.2) * Quaternion::rotation_y(0.3 + dropa * 0.1);
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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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7.5 + skeleton_attr.hand.1,
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5.0 + skeleton_attr.hand.2 + drop * -1.0,
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);
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next.r_hand.ori =
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Quaternion::rotation_x(2.2) * Quaternion::rotation_y(-0.3 + drop * 0.1);
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next.r_hand.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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4.0 + skeleton_attr.foot.1,
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1.0 + skeleton_attr.foot.2 + drop * -2.0,
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);
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next.l_foot.ori = Quaternion::rotation_x(0.55 + drop * 0.1);
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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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2.0 + skeleton_attr.foot.1,
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-2.0 + skeleton_attr.foot.2 + smooth * 1.0,
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);
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next.r_foot.ori = Quaternion::rotation_x(0.2 + smooth * 0.15);
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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(0.0);
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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(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
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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.ori = Quaternion::rotation_y(0.0);
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next.second.scale = Vec3::one() * 0.0;
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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(0.0) * Quaternion::rotation_y(0.0);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.4) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0) * 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.scale = Vec3::one();
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next.l_control.scale = Vec3::one();
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}
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next.torso.offset = Vec3::new(0.0, -0.2, 0.4) * 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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};
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next.control.scale = Vec3::one();
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next.r_control.scale = Vec3::one();
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next.l_control.scale = Vec3::one();
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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|
@ -13,7 +13,6 @@ impl Animation for SneakAnimation {
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const UPDATE_FN: &'static [u8] = b"character_sneak\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneak")]
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#[allow(clippy::identity_conversion)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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@ -75,10 +74,10 @@ impl Animation for SneakAnimation {
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* 0.1,
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);
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let ori = Vec2::from(orientation);
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let ori: Vec2<f32> = 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(|o| 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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|
@ -33,9 +33,10 @@ impl Animation for SwimAnimation {
|
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
|
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let avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
|
||||
let avgtotal = Vec3::<f32>::from(avg_vel).magnitude();
|
||||
|
||||
let speed = Vec3::<f32>::from(velocity).magnitude();
|
||||
let avgtotal = avg_vel.magnitude();
|
||||
|
||||
let speed = velocity.magnitude();
|
||||
*rate = 1.0;
|
||||
let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
|
||||
let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
|
||||
@ -96,12 +97,12 @@ impl Animation for SwimAnimation {
|
||||
skeleton_attr.head.1 - 1.0 + short * 0.3,
|
||||
);
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity + tilt * 3.0)
|
||||
Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0)
|
||||
* Quaternion::rotation_x(
|
||||
(0.4 * head_look.y * (1.0 / intensity)).abs()
|
||||
+ 0.45 * intensity
|
||||
+ velocity.z * 0.03
|
||||
- (abstilt * 1.8),
|
||||
- (abstilt * 1.8).min(0.0),
|
||||
);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
@ -230,11 +231,12 @@ impl Animation for SwimAnimation {
|
||||
} else {
|
||||
avgtotal
|
||||
};
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 1.0 - avgspeed * 0.05) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(
|
||||
(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(1.57) - PI / 2.0)
|
||||
+ avgspeed * avg_vel.z * -0.003,
|
||||
) * Quaternion::rotation_z(tilt * 8.0);
|
||||
) * Quaternion::rotation_y(tilt * 8.0)
|
||||
* Quaternion::rotation_z(tilt * 8.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.control.scale = Vec3::one(); //avgspeed*-0.14*reverse +
|
||||
|
Loading…
Reference in New Issue
Block a user