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https://gitlab.com/veloren/veloren.git
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run animation incremental tweaks
Former-commit-id: c80f014baf3b9ddb73bb01cf6fd83272d890ab55
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df39bcb2dc
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@ -32,7 +32,7 @@ impl Animation for IdleAnimation {
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.head.offset = Vec3::new(-1.0, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
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next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
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next.head.scale = Vec3::one() / SCALE;
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next.head.scale = Vec3::one() / SCALE;
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@ -48,9 +48,9 @@ impl Animation for IdleAnimation {
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next.shorts.ori = Quaternion::rotation_y(0.0);
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next.shorts.ori = Quaternion::rotation_y(0.0);
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next.shorts.scale = Vec3::one() / SCALE;
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next.shorts.scale = Vec3::one() / SCALE;
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 13.5 + waveultra_slow * 1.1) / SCALE;
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 13.5 + waveultra_slow * 1.1) / SCALE;
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0) / SCALE;
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next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0) / SCALE;
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@ -58,7 +58,7 @@ impl Animation for IdleAnimation {
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next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0) / SCALE;
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next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0) / SCALE;
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next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
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next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
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next.back.offset = Vec3::new(-4.5, 12.0, 11.0);
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next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.scale = Vec3::one();
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next.back.scale = Vec3::one();
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@ -67,6 +67,14 @@ impl Animation for IdleAnimation {
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next.torso.ori = Quaternion::rotation_y(0.0);
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next.torso.ori = Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one();
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next.torso.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one() / SCALE;
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next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one() / SCALE;
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next
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next
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}
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}
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}
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}
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@ -28,6 +28,8 @@ pub struct CharacterSkeleton {
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r_foot: Bone,
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r_foot: Bone,
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back: Bone,
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back: Bone,
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torso: Bone,
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torso: Bone,
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l_shoulder: Bone,
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r_shoulder: Bone,
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}
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}
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@ -44,6 +46,8 @@ impl CharacterSkeleton {
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r_foot: Bone::default(),
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r_foot: Bone::default(),
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back: Bone::default(),
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back: Bone::default(),
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torso: Bone::default(),
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torso: Bone::default(),
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l_shoulder: Bone::default(),
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r_shoulder: Bone::default(),
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}
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}
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}
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}
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@ -64,8 +68,8 @@ impl Skeleton for CharacterSkeleton {
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FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()),
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FigureBoneData::new(torso_mat),
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FigureBoneData::new(torso_mat),
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FigureBoneData::default(),
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FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()),
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FigureBoneData::default(),
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FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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@ -85,6 +89,8 @@ impl Skeleton for CharacterSkeleton {
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self.r_foot.interpolate(&target.r_foot);
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self.r_foot.interpolate(&target.r_foot);
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self.back.interpolate(&target.back);
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self.back.interpolate(&target.back);
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self.torso.interpolate(&target.torso);
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self.torso.interpolate(&target.torso);
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self.l_shoulder.interpolate(&target.l_shoulder);
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self.r_shoulder.interpolate(&target.r_shoulder);
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}
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}
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}
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}
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@ -23,53 +23,60 @@ impl Animation for RunAnimation {
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let wave = (time as f32 * 16.0).sin();
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let wave = (time as f32 * 14.0).sin();
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let wavetest = (wave.cbrt());
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let wavetest = (wave.cbrt());
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let fuzzwave = (time as f32 * 12.0).sin();
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let fuzzwave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 16.0).cos();
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let wavecos = (time as f32 * 14.0).cos();
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let wave_slow = (time as f32 * 8.0 + PI).sin();
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let wave_slow = (time as f32 * 7.0 + PI).sin();
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let wavecos_slow = (time as f32 * 8.0 + PI).cos();
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let wavecos_slow = (time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.head.offset = Vec3::unit_z() * (12.0 + wave *1.3)/ SCALE;
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next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3) / SCALE;
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next.chest.scale = Vec3::one() * 1.0;
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next.head.ori = Quaternion::rotation_y(-0.15);
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next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wave * 1.1) / SCALE;
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next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1) / SCALE;
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next.chest.ori = Quaternion::rotation_z(wavecos * 0.2);
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next.chest.ori = Quaternion::rotation_z(wave * 0.1);
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next.chest.scale = Vec3::one() / SCALE;
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next.chest.scale = Vec3::one() / SCALE;
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next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wave * 1.1) / SCALE;
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next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1) / SCALE;
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next.belt.ori = Quaternion::rotation_z(wavecos * 0.2);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.scale = Vec3::one() /SCALE;
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next.belt.scale = Vec3::one() /SCALE;
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next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wave * 1.1) / SCALE;
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next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1) / SCALE;
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next.shorts.ori = Quaternion::rotation_z(wavecos * 0.6);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one() /SCALE;
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next.shorts.scale = Vec3::one() /SCALE;
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next.l_hand.offset = Vec3::new(2.0 - wavecos * 1.0, 7.5, 11.0 - wave * 1.0) / SCALE;
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next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5) / SCALE;
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next.l_hand.ori = Quaternion::rotation_y(wavecos * -1.8);
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next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9);
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next.r_hand.offset = Vec3::new(2.0 + wavecos * 1.0, -7.5, 11.0 + wave * 1.0) / SCALE;
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next.r_hand.ori = Quaternion::rotation_y(wavecos * 1.8);
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next.l_foot.offset = Vec3::new(3.5 - wave * 1.0, 3.4, 6.0) / SCALE;
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next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5) / SCALE;
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next.l_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5);
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next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9);
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next.l_foot.scale = Vec3::one() / SCALE;
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next.r_foot.offset = Vec3::new(3.5 + wave * 1.0, -3.4, 6.0) / SCALE;
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next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0) / SCALE;
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next.r_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5);
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next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5);
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next.back.offset = Vec3::new(-4.5, 12.0, 11.0);
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next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0) / SCALE;
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next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5);
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next.back.offset = Vec3::new(-5.0, 14.0, 13.0);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.scale = Vec3::one();
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next.back.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.ori = Quaternion::rotation_y(0.2 + wave * 0.1);
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next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1);
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next.torso.scale = Vec3::one();
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next.torso.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0) / SCALE;
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one() / SCALE;
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next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0) / SCALE;
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one() / SCALE; //???why are shoulder scales like this
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next
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next
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@ -95,7 +95,7 @@ impl FigureCache {
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let bone_meshes = [
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let bone_meshes = [
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Some(load_segment("head.vox").generate_mesh(Vec3::new(1.0, -7.0, -6.0))),
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Some(load_segment("head.vox").generate_mesh(Vec3::new(-5.5, -7.0, -6.0))),
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Some(load_segment("chest.vox").generate_mesh(Vec3::new(-2.5, -6.0, 0.0))),
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Some(load_segment("chest.vox").generate_mesh(Vec3::new(-2.5, -6.0, 0.0))),
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use std::{
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use std::{
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collections::HashMap,
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collections::HashMap,
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@ -364,14 +364,14 @@ impl<S: Skeleton> FigureState<S> {
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}
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}
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}
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}
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Some(load_segment("pants.vox").generate_mesh(Vec3::new(-2.5, -5.0, 0.0))),
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Some(load_segment("pants.vox").generate_mesh(Vec3::new(-2.5, -5.0, 0.0))),
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Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -8.0))),
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Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))),
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Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -8.0))),
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Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))),
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Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
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Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
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Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
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Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
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Some(load_segment("sword.vox").generate_mesh(Vec3::new(0.0, -0.0, -4.0))),
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Some(load_segment("sword.vox").generate_mesh(Vec3::new(0.0, -0.0, -4.0))),
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None,
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None,
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None,
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//Some(load_segment("shoulder_left.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))),
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None,
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//Some(load_segment("shoulder_right.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))),
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None,
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None,
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None,
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None,
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None,
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None,
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