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https://gitlab.com/veloren/veloren.git
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Add beast attributes
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a4f4fa38e2
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@ -54,13 +54,18 @@ impl Animation for IdleAnimation {
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* 0.125,
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);
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// Controls for the beast breathing
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let intensity = 0.04;
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let lenght = 1.0;
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let chop = 0.15;
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let chop_freq = 40.0;
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let breathing = intensity * (lenght * anim_time as f32).sin() + 0.05 * chop * (anim_time as f32 * chop_freq).sin() * (anim_time as f32 * lenght).cos();
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let breathing = if skeleton_attr.beast {
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// Controls for the beast breathing
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let intensity = 0.04;
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let lenght = 1.5;
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let chop = 0.2;
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let chop_freq = 60.0;
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intensity * (lenght * anim_time as f32).sin() + 0.05 * chop * (anim_time as f32 * chop_freq).sin() * (anim_time as f32 * lenght).cos()
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} else {
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0.0
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};
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next.head.position = Vec3::new(
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0.0,
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@ -86,11 +91,19 @@ impl Animation for IdleAnimation {
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next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathing);
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next.lower_torso.scale = Vec3::one() * 1.02 + breathing * 0.4;
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next.jaw.position = Vec3::new(
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0.0,
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skeleton_attr.jaw.0 - slower * 0.12,
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skeleton_attr.jaw.1 + slow * 0.2,
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);
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if skeleton_attr.beast {
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next.jaw.position = Vec3::new(
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0.0,
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skeleton_attr.jaw.0,
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skeleton_attr.jaw.1,
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);
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} else {
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next.jaw.position = Vec3::new(
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0.0,
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skeleton_attr.jaw.0 - slower * 0.12,
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skeleton_attr.jaw.1 + slow * 0.2,
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);
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}
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next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathing * 2.0);
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next.jaw.scale = Vec3::one() * 1.02;
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@ -90,6 +90,10 @@ pub struct SkeletonAttr {
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leg: (f32, f32, f32),
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foot: (f32, f32, f32),
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beast: bool,
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beast_ori: f32,
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beast_head: (f32, f32),
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beast_foot: (f32, f32, f32),
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beast_hand: (f32, f32, f32),
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}
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impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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@ -116,6 +120,10 @@ impl Default for SkeletonAttr {
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leg: (0.0, 0.0, 0.0),
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foot: (0.0, 0.0, 0.0),
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beast: false,
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beast_ori: 0.0,
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beast_head: (0.0, 0.0),
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beast_foot: (0.0, 0.0, 0.0),
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beast_hand: (0.0, 0.0, 0.0),
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}
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}
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}
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@ -207,6 +215,22 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Werewolf, _) => (true),
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_ => (false),
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},
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beast_ori: match (body.species, body.body_type) {
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(Werewolf, _) => (0.45),
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_ => (0.0),
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},
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beast_head: match (body.species, body.body_type) {
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(Werewolf, _) => (-3.0, 4.0),
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_ => (0.0, 0.0),
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},
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beast_foot: match (body.species, body.body_type) {
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(Werewolf, _) => (0.0, -11.0, 0.0),
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_ => (0.0, 0.0, 0.0),
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},
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beast_hand: match (body.species, body.body_type) {
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(Werewolf, _) => (0.0, 2.0, 1.0),
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_ => (0.0, 0.0, 0.0),
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},
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}
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}
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}
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@ -55,59 +55,52 @@ impl Animation for RunAnimation {
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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let foothoril2 = (((1.0)
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/ (0.4
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/ (0.5
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32 - PI * 0.4).sin()).powf(2.0 as f32)))
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 - PI * 0.4).sin());
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin());
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let foothorir2 = (((1.0)
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/ (0.4
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/ (0.5
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32).cos()).powf(2.0 as f32)))
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32).cos());
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let footvertl2 = (anim_time as f32 * 16.0 * lab as f32 + 1.4 * PI).cos();
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let footvertr2 = (anim_time as f32 * 16.0 * lab as f32 + 1.4 * PI).sin();
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let handhoril2 = (anim_time as f32 * 16.0 * lab as f32).sin();
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let handhorir2 = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin());
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let footvertl2 = (anim_time as f32 * 16.0 * lab as f32 + 0.5 * PI).sin();
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let footvertr2 = (anim_time as f32 * 16.0 * lab as f32 + 1.5 * PI).sin();
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let handhoril2 = (anim_time as f32 * 16.0 * lab as f32 + 0.5 * PI).sin();
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let handhorir2 = (anim_time as f32 * 16.0 * lab as f32 + 1.5 * PI).sin();
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let footrotl2 = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.1).cos()).powf(2.0 as f32)))
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.1).cos());
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin());
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let footrotr2 = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin());
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let short = (anim_time as f32 * lab as f32 * 16.0).sin();
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let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
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if skeleton_attr.beast {
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 - 3.0, skeleton_attr.head.1 + 4.0) * 1.02;
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next.head.orientation = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(0.45 - short * 0.05);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + skeleton_attr.beast_head.0, skeleton_attr.head.1 + skeleton_attr.beast_head.1) * 1.02;
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next.head.orientation = Quaternion::rotation_z(shortalt * -0.18) * Quaternion::rotation_x(skeleton_attr.beast_ori - short * 0.05);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.position = Vec3::new(
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1 + shortalt * -1.5,
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skeleton_attr.upper_torso.1 + short * -1.5,
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);
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next.upper_torso.orientation = Quaternion::rotation_x(-0.45) * Quaternion::rotation_z(short * 0.18);
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next.upper_torso.orientation = Quaternion::rotation_x(-skeleton_attr.beast_ori) * Quaternion::rotation_z(shortalt * 0.18);
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next.upper_torso.scale = Vec3::one();
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next.lower_torso.position = Vec3::new(
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@ -124,7 +117,7 @@ impl Animation for RunAnimation {
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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 * 0.1 + 0.45);
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Quaternion::rotation_x(shortalt * 0.1 + skeleton_attr.beast_ori);
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next.tail.scale = Vec3::one();
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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@ -146,7 +139,7 @@ impl Animation for RunAnimation {
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skeleton_attr.shoulder.1 + foothoril2 * -3.0,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.orientation = Quaternion::rotation_x(footrotl2 * -0.36 + 0.45)
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next.shoulder_l.orientation = Quaternion::rotation_x(footrotl2 * -0.36 + skeleton_attr.beast_ori)
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* Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(footrotl2 * -0.3);
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next.shoulder_l.scale = Vec3::one();
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@ -156,27 +149,27 @@ impl Animation for RunAnimation {
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skeleton_attr.shoulder.1 + foothorir2 * -3.0,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(footrotr2 * -0.36 + 0.45)
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next.shoulder_r.orientation = Quaternion::rotation_x(footrotr2 * -0.36 + skeleton_attr.beast_ori)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(footrotr2 * -0.3);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.position = Vec3::new(
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-skeleton_attr.hand.0,
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skeleton_attr.hand.1 + foothoril2 * -4.0 + 2.0,
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skeleton_attr.hand.2 + foothoril2 * 0.5 + 2.0,
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skeleton_attr.hand.1 + foothoril2 * -4.0 + skeleton_attr.beast_hand.1,
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skeleton_attr.hand.2 + foothoril2 * 0.5 + skeleton_attr.beast_hand.2,
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);
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next.hand_l.orientation = Quaternion::rotation_x(0.15 + (handhoril2 * -1.2).max(-0.3) + 0.45)
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* Quaternion::rotation_y(handhoril2 * 0.1);
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next.hand_l.orientation = Quaternion::rotation_x(0.15 + (handhorir2 * -1.2).max(-0.3) + skeleton_attr.beast_ori)
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* Quaternion::rotation_y(handhorir2 * 0.1);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.position = Vec3::new(
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skeleton_attr.hand.0,
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skeleton_attr.hand.1 + foothorir2 * -4.0 + 2.0,
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skeleton_attr.hand.2 + foothorir2 * 0.5 + 2.0,
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skeleton_attr.hand.1 + foothorir2 * -4.0 + skeleton_attr.beast_hand.1,
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skeleton_attr.hand.2 + foothorir2 * 0.5 + skeleton_attr.beast_hand.2,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.15 + (handhorir2 * -1.2).max(-0.3) + 0.45)
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* Quaternion::rotation_y(handhorir2 * -0.1);
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next.hand_r.orientation = Quaternion::rotation_x(0.15 + (handhoril2 * -1.2).max(-0.3) + skeleton_attr.beast_ori)
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* Quaternion::rotation_y(handhoril2 * -0.1);
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next.hand_r.scale = Vec3::one() * 1.02;
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next.leg_l.position = Vec3::new(
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@ -185,7 +178,7 @@ impl Animation for RunAnimation {
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skeleton_attr.leg.2,
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) * 0.98;
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next.leg_l.orientation =
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril2 * 0.6 - 0.45);
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril2 * 0.6 - skeleton_attr.beast_ori);
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next.leg_l.scale = Vec3::one() * 0.98;
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next.leg_r.position = Vec3::new(
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@ -194,12 +187,12 @@ impl Animation for RunAnimation {
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skeleton_attr.leg.2,
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) * 0.98;
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next.leg_r.orientation =
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir2 * 0.6 - 0.45);
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir2 * 0.6 - skeleton_attr.beast_ori);
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next.leg_r.scale = Vec3::one() * 0.98;
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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4.0 + skeleton_attr.foot.1 + foothoril2 * 4.0 - 11.0,
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4.0 + skeleton_attr.foot.1 + foothoril2 * 4.0 + skeleton_attr.beast_foot.1,
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skeleton_attr.foot.2 + ((footvertl2 * 6.0).max(0.0)),
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) / 8.0;
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next.foot_l.orientation =
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@ -208,7 +201,7 @@ impl Animation for RunAnimation {
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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4.0 + skeleton_attr.foot.1 + foothorir2 * 4.0 - 11.0,
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4.0 + skeleton_attr.foot.1 + foothorir2 * 4.0 + skeleton_attr.beast_foot.1,
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skeleton_attr.foot.2 + ((footvertr2 * 6.0).max(0.0)),
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) / 8.0;
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next.foot_r.orientation =
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