diff --git a/voxygen/anim/src/character/collect.rs b/voxygen/anim/src/character/collect.rs index 1ede0dabfd..92fec8ef2c 100644 --- a/voxygen/anim/src/character/collect.rs +++ b/voxygen/anim/src/character/collect.rs @@ -38,15 +38,26 @@ impl Animation for CollectAnimation { Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0, 0.0), }; + let z_diff = (sprite_pos.z - position.z).round(); + let z_diff = if z_diff > 0.0 { z_diff / 9.0 } else { 0.0 }; + let squat = (1.0 - z_diff).powf(4.0); + let pullback = 1.0 - move3; - let move1 = movement1 * pullback; + let move1 = movement1 * pullback * squat; + let move1_nosquat = movement1 * pullback; + let upshift = if squat < 0.35 { + move1_nosquat * 0.3 + } else { + 0.0 + }; + next.head.orientation = Quaternion::rotation_x(move1_nosquat * 0.2 + upshift * 1.3); - println!("{} pos z", position.z); - next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); - next.head.orientation = Quaternion::rotation_x(move1 * 0.2); - - next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move2 * 0.15); + next.chest.position = Vec3::new( + 0.0, + s_a.chest.0 + upshift * 3.0, + s_a.chest.1 + move2 * 0.15 + upshift * 3.0, + ); next.chest.orientation = Quaternion::rotation_x(move1 * -1.0 + move2alt * 0.015); next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1 + move1 * -0.0); @@ -59,32 +70,35 @@ impl Animation for CollectAnimation { next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3); next.hand_l.position = Vec3::new( - -s_a.hand.0 + move1 * 4.0 - move2alt * 1.0, - s_a.hand.1 + move1 * 8.0 + move2 * 1.0, - s_a.hand.2 + move1 * 5.0, + -s_a.hand.0 + move1_nosquat * 4.0 - move2alt * 1.0, + s_a.hand.1 + move1_nosquat * 8.0 + move2 * 1.0 + upshift * -5.0, + s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0, ); - next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.9) - * Quaternion::rotation_y(move1 * -0.3 + move2alt * -0.2); + next.hand_l.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0) + * Quaternion::rotation_y(move1_nosquat * -0.3 + move2alt * -0.2); next.hand_r.position = Vec3::new( - s_a.hand.0 + move1 * -4.0 - move2 * 1.0, - s_a.hand.1 + move1 * 8.0 + move2alt * -1.0, - s_a.hand.2 + move1 * 5.0, + s_a.hand.0 + move1_nosquat * -4.0 - move2 * 1.0, + s_a.hand.1 + move1_nosquat * 8.0 + move2alt * -1.0 + upshift * -5.0, + s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0, ); - next.hand_r.orientation = - Quaternion::rotation_x(move1 * 1.9) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.3); + next.hand_r.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0) + * Quaternion::rotation_y(move1_nosquat * 0.3 + move2 * 0.3); - next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2); - next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2); - - next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -4.0, s_a.foot.2); - next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8); - - next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); - - next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); + next.foot_l.position = Vec3::new( + -s_a.foot.0, + s_a.foot.1 + move1 * 2.0 + upshift * -3.5, + s_a.foot.2 + upshift * 2.0, + ); + next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2 + upshift * -2.2); + next.foot_r.position = Vec3::new( + s_a.foot.0, + s_a.foot.1 + move1 * -4.0 + upshift * -0.5, + s_a.foot.2 + upshift * 2.0, + ); + next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8 + upshift * -1.2); next } }