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first attempt at adaptive stride system
This commit is contained in:
parent
b514fb4159
commit
47d5c635de
@ -25,39 +25,72 @@ impl Animation for RunAnimation {
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let lab = 0.6; //6
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let speedmult = if speed > 8.0 {
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let amplitude = (speed / 24.0).max(0.25);
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let amplitude2 = (speed * 1.4 / 24.0).min(0.8);
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let amplitude3 = (speed / 24.0).min(0.7);
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let speedmult = if speed > 0.0 {
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1.2 * (1.0 * skeleton_attr.tempo)
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} else {
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0.9 * (1.0 * skeleton_attr.tempo)
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};
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//println!("{:?}", avg_speed);
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let canceler = speed / 24.0;
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let short = (((1.0)
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/ (0.72
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+ 0.28
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.0).sin())
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * -0.15).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.0).sin());
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * -0.15).sin());
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//
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let shortalt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.35).sin();
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let shortalt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.5).sin();
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let noisify1 = (anim_time as f32 * 13.0 * lab as f32 * speedmult).sin() * 0.1;
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let noisify2 = (anim_time as f32 * 17.0 * lab as f32 * speedmult).sin() * 0.1;
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let footvert = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.0).sin();
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let footvertt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.4).sin();
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let footvertalt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.2).sin();
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let footverttalt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.6).sin();
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let speedadjust = if speed < 5.0 { 0.0 } else { speed };
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let shift1 = speedadjust / 24.0 * 0.0;
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let shift2 = speedadjust / 24.0 * PI / -4.0;
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let shift3 = speedadjust / 24.0 * PI / 2.0;
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let shift4 = speedadjust / 24.0 * PI / 4.0;
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let footvertf = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.3).sin();
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let footverttf = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.7).sin();
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let footvertaltf = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.5).sin();
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let footverttaltf = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.9).sin();
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//FL
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let foot1a =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.0 + shift1))
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.sin(); //1.5
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let foot1b =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.4 + shift1))
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.sin(); //1.9
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//FR
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let foot2a = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (PI / 4.0 + shift2))
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.sin(); //1.2
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let foot2b = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (0.4 + PI / 4.0 + shift2))
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.sin(); //1.6
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//BL
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let foot3a =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.0 + shift3))
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.sin(); //0.0
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let foot3b =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.4 + shift3))
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.sin(); //0.4
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//BR
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let foot4a = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (0.0 + PI / 4.0 + shift4))
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.sin(); //0.3
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let foot4b = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (0.4 + PI / 4.0 + shift4))
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.sin(); //0.7
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let footvertfslow = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.6).sin();
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let footverttfslow = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.0).sin();
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let footvertaltfslow = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 1.8).sin();
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let footverttaltfslow = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 2.2).sin();
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//
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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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@ -73,253 +106,137 @@ impl Animation for RunAnimation {
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0.0
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} * 1.3;
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
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if speed < 8.0 {
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//Trot
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next.head_upper.position =
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Vec3::new(0.0, skeleton_attr.head_upper.0, skeleton_attr.head_upper.1);
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next.head_upper.orientation =
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Quaternion::rotation_x(short * -0.03 - 0.1 + x_tilt * -0.5)
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* Quaternion::rotation_z(tilt * -1.2);
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next.head_upper.scale = Vec3::one();
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next.head_lower.position =
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Vec3::new(0.0, skeleton_attr.head_lower.0, skeleton_attr.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_z(tilt * -0.8)
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* Quaternion::rotation_x(short * -0.05 + x_tilt * -0.5);
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next.head_lower.scale = Vec3::one() * 1.02;
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//Gallop
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next.head_upper.position =
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Vec3::new(0.0, skeleton_attr.head_upper.0, skeleton_attr.head_upper.1);
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next.head_upper.orientation = Quaternion::rotation_x(amplitude * short * -0.03 - 0.1)
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* Quaternion::rotation_z(tilt * -1.2)
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* Quaternion::rotation_y(tilt * 0.8);
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next.head_upper.scale = Vec3::one();
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next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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next.jaw.scale = Vec3::one() * 1.02;
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next.head_lower.position =
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Vec3::new(0.0, skeleton_attr.head_lower.0, skeleton_attr.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_z(tilt * -0.8)
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* Quaternion::rotation_x(amplitude * short * -0.05)
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* Quaternion::rotation_y(tilt * 0.3);
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next.head_lower.scale = Vec3::one() * 1.02;
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next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
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next.tail.orientation =
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Quaternion::rotation_x(shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
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next.tail.scale = Vec3::one();
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next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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next.jaw.scale = Vec3::one() * 1.02;
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next.torso_front.position = Vec3::new(
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0.0,
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skeleton_attr.torso_front.0,
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skeleton_attr.torso_front.1 + shortalt * 1.0 + x_tilt,
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) * skeleton_attr.scaler
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/ 11.0;
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next.torso_front.orientation = Quaternion::rotation_x(short * 0.03 + x_tilt)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(tilt * -1.5);
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next.torso_front.scale = Vec3::one() * skeleton_attr.scaler / 11.0;
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next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
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next.tail.orientation =
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Quaternion::rotation_x(shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
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next.tail.scale = Vec3::one();
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next.torso_back.position = Vec3::new(
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0.0,
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skeleton_attr.torso_back.0,
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skeleton_attr.torso_back.1 + shortalt * 0.04 - 0.2,
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);
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next.torso_back.orientation =
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Quaternion::rotation_x(short * 0.06) * Quaternion::rotation_z(tilt * 1.8);
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next.torso_back.scale = Vec3::one();
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next.torso_front.position = Vec3::new(
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0.0,
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skeleton_attr.torso_front.0,
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skeleton_attr.torso_front.1 + canceler * shortalt * 2.5 + x_tilt * 10.0,
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) * skeleton_attr.scaler
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/ 11.0;
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next.torso_front.orientation = Quaternion::rotation_x(amplitude * short * -0.13 + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(tilt * -1.5);
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next.torso_front.scale = Vec3::one() * skeleton_attr.scaler / 11.0;
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next.ears.position = Vec3::new(0.0, skeleton_attr.ears.0, skeleton_attr.ears.1);
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next.ears.orientation = Quaternion::rotation_x(shortalt * 0.04 + 0.2);
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next.ears.scale = Vec3::one() * 1.02;
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next.torso_back.position = Vec3::new(
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0.0,
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skeleton_attr.torso_back.0,
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skeleton_attr.torso_back.1 + amplitude * shortalt * 0.2 - 0.2,
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);
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next.torso_back.orientation = Quaternion::rotation_x(amplitude * short * -0.1)
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* Quaternion::rotation_z(tilt * 1.8)
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* Quaternion::rotation_y(tilt * 0.6);
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next.torso_back.scale = Vec3::one();
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next.leg_fl.position = Vec3::new(
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-skeleton_attr.leg_f.0,
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skeleton_attr.leg_f.1 + footvertaltfslow * -1.4,
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skeleton_attr.leg_f.2 + 1.0 + footverttaltfslow * -0.3,
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);
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next.leg_fl.orientation = Quaternion::rotation_x(footverttaltfslow * -0.35)
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* Quaternion::rotation_z(tilt * -0.5);
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next.leg_fl.scale = Vec3::one() * 1.02;
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next.ears.position = Vec3::new(0.0, skeleton_attr.ears.0, skeleton_attr.ears.1);
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next.ears.orientation = Quaternion::rotation_x(amplitude * shortalt * 0.2 + 0.2);
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next.ears.scale = Vec3::one() * 1.02;
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next.leg_fr.position = Vec3::new(
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skeleton_attr.leg_f.0,
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skeleton_attr.leg_f.1 + footvertalt * -1.4,
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skeleton_attr.leg_f.2 + 1.0 + footverttalt * -0.3,
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);
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next.leg_fr.orientation =
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Quaternion::rotation_x(footverttalt * -0.35) * Quaternion::rotation_z(tilt * -0.5);
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next.leg_fr.scale = Vec3::one() * 1.02;
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next.leg_fl.position = Vec3::new(
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-skeleton_attr.leg_f.0,
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skeleton_attr.leg_f.1 + amplitude3 * foot1a * -1.3,
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skeleton_attr.leg_f.2 + canceler + amplitude3 * foot1b * -1.9,
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);
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next.leg_fl.orientation = Quaternion::rotation_x(amplitude3 * foot1b * -0.65)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_fl.scale = Vec3::one() * 1.02;
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next.leg_bl.position = Vec3::new(
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-skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + footvertalt * -1.0,
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skeleton_attr.leg_b.2 + 1.0 + footverttalt * -0.3,
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);
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next.leg_bl.orientation =
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Quaternion::rotation_x(footverttalt * -0.2) * Quaternion::rotation_z(tilt * -1.5);
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next.leg_bl.scale = Vec3::one() * 1.02;
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next.leg_fr.position = Vec3::new(
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skeleton_attr.leg_f.0,
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skeleton_attr.leg_f.1 + amplitude3 * foot2a * -1.3,
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skeleton_attr.leg_f.2 + canceler + amplitude3 * foot2b * -1.9,
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);
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next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.65)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_fr.scale = Vec3::one() * 1.02;
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next.leg_br.position = Vec3::new(
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skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + footvertaltfslow * -1.0,
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skeleton_attr.leg_b.2 + 1.0 + footverttaltfslow * -0.3,
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);
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next.leg_br.orientation = Quaternion::rotation_x(footverttaltfslow * -0.2)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_br.scale = Vec3::one() * 1.02;
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next.leg_bl.position = Vec3::new(
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-skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + amplitude3 * foot3a * -1.7,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * foot3b * -1.9,
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);
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next.leg_bl.orientation = Quaternion::rotation_x(amplitude3 * foot3b * -0.45 - 0.2)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_bl.scale = Vec3::one() * 1.02;
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next.foot_fl.position = Vec3::new(
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2 + ((footvertfslow * -1.0 * skeleton_attr.maximize).max(0.0)),
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);
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next.foot_fl.orientation =
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Quaternion::rotation_x((1.0 - skeleton_attr.dampen) * -1.0 + footverttfslow * 0.5);
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next.foot_fl.scale = Vec3::one() * 0.96;
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next.leg_br.position = Vec3::new(
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skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + amplitude3 * foot4a * -1.7,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * foot4b * -1.9,
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);
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next.leg_br.orientation = Quaternion::rotation_x(amplitude3 * foot4b * -0.45 - 0.2)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_br.scale = Vec3::one() * 1.02;
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next.foot_fr.position = Vec3::new(
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2 + ((footvert * -1.0 * skeleton_attr.maximize).max(0.0)),
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);
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next.foot_fr.orientation =
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Quaternion::rotation_x((1.0 - skeleton_attr.dampen) * -1.0 + footvertt * 0.5);
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next.foot_fr.scale = Vec3::one() * 0.96;
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next.foot_fl.position = Vec3::new(
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2
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+ ((amplitude2 * foot1a * 2.7 * skeleton_attr.maximize).max(0.0)),
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);
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next.foot_fl.orientation = Quaternion::rotation_x(
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(1.0 - skeleton_attr.dampen) * -1.0 + amplitude2 * foot1b * -0.9,
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) * Quaternion::rotation_y(tilt * -1.0);
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next.foot_fl.scale = Vec3::one() * 0.96;
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next.foot_bl.position = Vec3::new(
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-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2 + ((footvert * -1.8).max(0.0)),
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);
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next.foot_bl.orientation = Quaternion::rotation_x(footvertt * 0.5 - 0.2);
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next.foot_bl.scale = Vec3::one() * 0.96;
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next.foot_fr.position = Vec3::new(
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2
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+ ((amplitude2 * foot2a * 2.7 * skeleton_attr.maximize).max(0.0)),
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);
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next.foot_fr.orientation = Quaternion::rotation_x(
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(1.0 - skeleton_attr.dampen) * -1.0 + amplitude2 * foot2b * -0.9,
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) * Quaternion::rotation_y(tilt * -1.0);
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next.foot_fr.scale = Vec3::one() * 0.96;
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next.foot_br.position = Vec3::new(
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skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2 + ((footvertfslow * -0.8).max(-0.0)),
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);
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next.foot_br.orientation = Quaternion::rotation_x(footverttfslow * 0.5 - 0.2);
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next.foot_br.scale = Vec3::one() * 0.96;
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} else {
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
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//Gallop
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next.head_upper.position =
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Vec3::new(0.0, skeleton_attr.head_upper.0, skeleton_attr.head_upper.1);
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next.head_upper.orientation = Quaternion::rotation_x(short * -0.03 - 0.1)
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* Quaternion::rotation_z(tilt * -1.2)
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* Quaternion::rotation_y(tilt * 0.8);
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next.head_upper.scale = Vec3::one();
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next.head_lower.position =
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Vec3::new(0.0, skeleton_attr.head_lower.0, skeleton_attr.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_z(tilt * -0.8)
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* Quaternion::rotation_x(short * -0.05)
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* Quaternion::rotation_y(tilt * 0.3);
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next.head_lower.scale = Vec3::one() * 1.02;
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next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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next.jaw.scale = Vec3::one() * 1.02;
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next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_x(shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
|
||||
next.tail.scale = Vec3::one();
|
||||
|
||||
next.torso_front.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.torso_front.0,
|
||||
skeleton_attr.torso_front.1 + shortalt * 2.5 + x_tilt * 10.0,
|
||||
) * skeleton_attr.scaler
|
||||
/ 11.0;
|
||||
next.torso_front.orientation = Quaternion::rotation_x(short * 0.13 + x_tilt)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
* Quaternion::rotation_z(tilt * -1.5);
|
||||
next.torso_front.scale = Vec3::one() * skeleton_attr.scaler / 11.0;
|
||||
|
||||
next.torso_back.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.torso_back.0,
|
||||
skeleton_attr.torso_back.1 + shortalt * 0.2 - 0.2,
|
||||
);
|
||||
next.torso_back.orientation = Quaternion::rotation_x(short * 0.1)
|
||||
* Quaternion::rotation_z(tilt * 1.8)
|
||||
* Quaternion::rotation_y(tilt * 0.6);
|
||||
next.torso_back.scale = Vec3::one();
|
||||
|
||||
next.ears.position = Vec3::new(0.0, skeleton_attr.ears.0, skeleton_attr.ears.1);
|
||||
next.ears.orientation = Quaternion::rotation_x(shortalt * 0.2 + 0.2);
|
||||
next.ears.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_fl.position = Vec3::new(
|
||||
-skeleton_attr.leg_f.0,
|
||||
skeleton_attr.leg_f.1 + footvertaltf * -1.3,
|
||||
skeleton_attr.leg_f.2 + 1.0 + footverttaltf * -1.9,
|
||||
);
|
||||
next.leg_fl.orientation = Quaternion::rotation_x(footverttaltf * -0.65)
|
||||
* Quaternion::rotation_z(tilt * -0.5)
|
||||
* Quaternion::rotation_y(tilt * 1.5);
|
||||
next.leg_fl.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_fr.position = Vec3::new(
|
||||
skeleton_attr.leg_f.0,
|
||||
skeleton_attr.leg_f.1 + footvertalt * -1.3,
|
||||
skeleton_attr.leg_f.2 + 1.0 + footverttalt * -1.9,
|
||||
);
|
||||
next.leg_fr.orientation = Quaternion::rotation_x(footverttalt * -0.65)
|
||||
* Quaternion::rotation_z(tilt * -0.5)
|
||||
* Quaternion::rotation_y(tilt * 1.5);
|
||||
next.leg_fr.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_bl.position = Vec3::new(
|
||||
-skeleton_attr.leg_b.0,
|
||||
skeleton_attr.leg_b.1 + footvert * -1.7,
|
||||
skeleton_attr.leg_b.2 + 1.0 + footvertt * -1.5,
|
||||
);
|
||||
next.leg_bl.orientation = Quaternion::rotation_x(footvertt * -0.45 - 0.2)
|
||||
* Quaternion::rotation_y(tilt * 1.5)
|
||||
* Quaternion::rotation_z(tilt * -1.5);
|
||||
next.leg_bl.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_br.position = Vec3::new(
|
||||
skeleton_attr.leg_b.0,
|
||||
skeleton_attr.leg_b.1 + footvertf * -1.7,
|
||||
skeleton_attr.leg_b.2 + 1.0 + footverttf * -1.5,
|
||||
);
|
||||
next.leg_br.orientation = Quaternion::rotation_x(footverttf * -0.45 - 0.2)
|
||||
* Quaternion::rotation_y(tilt * 1.5)
|
||||
* Quaternion::rotation_z(tilt * -1.5);
|
||||
next.leg_br.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.foot_fl.position = Vec3::new(
|
||||
-skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2 + ((footvertf * -2.7 * skeleton_attr.maximize).max(0.0)),
|
||||
);
|
||||
next.foot_fl.orientation =
|
||||
Quaternion::rotation_x((1.0 - skeleton_attr.dampen) * -1.0 + footverttf * 0.9)
|
||||
* Quaternion::rotation_y(tilt * -1.0);
|
||||
next.foot_fl.scale = Vec3::one() * 0.96;
|
||||
|
||||
next.foot_fr.position = Vec3::new(
|
||||
skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2 + ((footvert * -2.7 * skeleton_attr.maximize).max(0.0)),
|
||||
);
|
||||
next.foot_fr.orientation =
|
||||
Quaternion::rotation_x((1.0 - skeleton_attr.dampen) * -1.0 + footvertt * 0.9)
|
||||
* Quaternion::rotation_y(tilt * -1.0);
|
||||
next.foot_fr.scale = Vec3::one() * 0.96;
|
||||
|
||||
next.foot_bl.position = Vec3::new(
|
||||
-skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2 + ((footvert * 1.3).max(0.0)),
|
||||
);
|
||||
next.foot_bl.orientation = Quaternion::rotation_x(footvertt * -0.9 - 0.2)
|
||||
next.foot_bl.position = Vec3::new(
|
||||
-skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2 + ((amplitude2 * foot3a * 1.8).max(-0.0)),
|
||||
);
|
||||
next.foot_bl.orientation =
|
||||
Quaternion::rotation_x(amplitude2 * foot3b * -1.3 - 0.2 * speed / 24.0)
|
||||
* Quaternion::rotation_y(tilt * -1.0);
|
||||
next.foot_bl.scale = Vec3::one() * 0.96;
|
||||
next.foot_bl.scale = Vec3::one() * 0.96;
|
||||
|
||||
next.foot_br.position = Vec3::new(
|
||||
skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2 + ((footvertf * 1.3).max(-0.0)),
|
||||
);
|
||||
next.foot_br.orientation = Quaternion::rotation_x(footverttf * -0.9 - 0.2)
|
||||
next.foot_br.position = Vec3::new(
|
||||
skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2 + ((amplitude2 * foot4a * 1.8).max(0.0)),
|
||||
);
|
||||
next.foot_br.orientation =
|
||||
Quaternion::rotation_x(amplitude2 * foot4b * -1.3 - 0.2 * speed / 24.0)
|
||||
* Quaternion::rotation_y(tilt * -1.0);
|
||||
next.foot_br.scale = Vec3::one() * 0.96;
|
||||
}
|
||||
next.foot_br.scale = Vec3::one() * 0.96;
|
||||
next
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user