diff --git a/common/src/states/utils.rs b/common/src/states/utils.rs index afaf37f25d..ffae9f9697 100644 --- a/common/src/states/utils.rs +++ b/common/src/states/utils.rs @@ -107,7 +107,7 @@ pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) { // Set direction based on move direction - let ori_dir = if update.character.is_block() { + let ori_dir = if update.character.is_attack() | update.character.is_block() { data.inputs.look_dir.xy() } else if !data.inputs.move_dir.is_approx_zero() { data.inputs.move_dir diff --git a/voxygen/src/anim/src/character/chargeswing.rs b/voxygen/src/anim/src/character/chargeswing.rs index b995fb1496..ce7d30cdd6 100644 --- a/voxygen/src/anim/src/character/chargeswing.rs +++ b/voxygen/src/anim/src/character/chargeswing.rs @@ -37,24 +37,13 @@ impl Animation for ChargeswingAnimation { let lab = 1.0; - // Spin stuff here - let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 10.32).sin()); - - let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); - - let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); - let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); let short = (((5.0) - / (1.5 - + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 8.0).sin()); // end spin stuff - let movement = (anim_time as f32 * 1.0); + let movement = anim_time as f32 * 1.0; let fire = (anim_time as f32 * 18.0 * lab as f32).sin(); let foothoril = (anim_time as f32 * 8.0 * lab as f32 + PI * 1.45).sin(); @@ -65,213 +54,131 @@ impl Animation for ChargeswingAnimation { let footrotl = (((1.0) / (0.5 + (0.5) - * ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()) - .powf(2.0 as f32))) + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()); let footrotr = (((1.0) / (0.5 + (0.5) - * ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()) - .powf(2.0 as f32))) + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * 8.0* lab as f32 + PI * 0.4).sin()); + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()); if let Some(ToolKind::Hammer(_)) = active_tool_kind { - next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); - next.l_hand.orientation = - Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.l_hand.scale = Vec3::one() * 1.08; - next.r_hand.position = Vec3::new(2.0, 0.0, 0.0); - next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.r_hand.scale = Vec3::one() * 1.06; - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = - Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57); + next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); + next.l_hand.scale = Vec3::one() * 1.08; + next.r_hand.position = Vec3::new(2.0, 0.0, 0.0); + next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.r_hand.scale = Vec3::one() * 1.06; + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57); - next.control.position = Vec3::new(6.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.control.scale = Vec3::one(); + next.control.position = Vec3::new(6.0, 7.0, 1.0); + next.control.orientation = Quaternion::rotation_x(0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); if let Some(stage_section) = stage_section { match stage_section { StageSection::Charge => { - next.control.position = Vec3::new(6.0+(movement*-4.0).max(-8.0), 7.0+(movement*2.0).min(2.0), 1.0); - next.control.orientation = Quaternion::rotation_x(0.3) - * Quaternion::rotation_y(0.0+(movement*0.7).min(0.7)+fire*0.1*(anim_time as f32).min(2.0)) - * Quaternion::rotation_z(0.0+(movement*0.2).min(0.5)); + next.control.position = Vec3::new( + 6.0 + (movement * -4.0).max(-8.0), + 7.0 + (movement * 2.0).min(2.0), + 1.0, + ); + next.control.orientation = Quaternion::rotation_x(0.3) + * Quaternion::rotation_y( + 0.0 + (movement * 0.7).min(0.7) + + fire * 0.1 * (anim_time as f32).min(2.0), + ) + * Quaternion::rotation_z(0.0 + (movement * 0.2).min(0.5)); - next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1); - next.chest.orientation = Quaternion::rotation_z((movement*2.0).min(PI/2.0)); - next.shorts.orientation = Quaternion::rotation_z((short*0.25+movement*-1.0).max(-PI/4.0)); + next.chest.position = + Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1); + next.chest.orientation = + Quaternion::rotation_z((movement * 2.0).min(PI / 2.0)); + next.belt.orientation = + Quaternion::rotation_z((short * 0.08 + movement * -1.0).max(-PI / 5.0)); + next.shorts.orientation = + Quaternion::rotation_z((short * 0.15 + movement * -1.0).max(-PI / 4.0)); - next.head.position = Vec3::new(0.0, skeleton_attr.head.0-2.0+(movement*2.0).min(2.0), skeleton_attr.head.1); + next.head.position = Vec3::new( + 0.0, + skeleton_attr.head.0 - 2.0 + (movement * 2.0).min(2.0), + skeleton_attr.head.1, + ); - next.head.orientation = Quaternion::rotation_z((movement*-1.8).max(PI/-2.0)); - next.shorts.orientation = - Quaternion::rotation_z(short * 0.25); - //next.l_foot.orientation = - //Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7)); - //next.r_foot.orientation = - //Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7)); -if speed > 0.5{ + next.head.orientation = + Quaternion::rotation_z((movement * -1.8).max(PI / -2.0)); + next.belt.orientation = Quaternion::rotation_z(short * 0.05); - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0, - -1.5 + skeleton_attr.foot.1 + foothoril * -3.5-2.0, - 2.0 + skeleton_attr.foot.2 + ((footvertl * -1.7).max(-1.0)), - ); + next.shorts.orientation = Quaternion::rotation_z(short * 0.15); + if speed > 0.5 { + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + skeleton_attr.foot.1 + foothoril * -2.5 - 3.5, + 2.0 + skeleton_attr.foot.2 + ((footvertl * -1.2).max(-1.0)), + ); - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0, - -1.5 + skeleton_attr.foot.1 + foothorir * -3.5+5.0, - 2.0 + skeleton_attr.foot.2 + ((footvertr * -1.7).max(-1.0)), - ); + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + skeleton_attr.foot.1 + foothorir * -2.5 + 6.0, + 2.0 + skeleton_attr.foot.2 + ((footvertr * -1.2).max(-1.0)), + ); - next.l_foot.orientation = Quaternion::rotation_x(-0.4 + footrotl * -0.2) - * Quaternion::rotation_z((movement*0.5).min(0.5)); - next.l_foot.scale = Vec3::one(); + next.l_foot.orientation = + Quaternion::rotation_x(-0.4 + footrotl * -0.2) + * Quaternion::rotation_z((movement * 0.5).min(0.5)); + next.l_foot.scale = Vec3::one(); - next.r_foot.orientation = Quaternion::rotation_x(-0.4 + footrotr * -0.2) - * Quaternion::rotation_z((movement*0.5).min(0.5)); -} -else{ + next.r_foot.orientation = + Quaternion::rotation_x(-0.4 + footrotr * -0.2) + * Quaternion::rotation_z((movement * 0.5).min(0.5)); + } else { + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + skeleton_attr.foot.1 - 5.0, + skeleton_attr.foot.2, + ); - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0, - skeleton_attr.foot.1-5.0, - skeleton_attr.foot.2, - ); + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + skeleton_attr.foot.1 + 7.0, + skeleton_attr.foot.2, + ); - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0, - skeleton_attr.foot.1+7.0, - skeleton_attr.foot.2, - ); - - next.l_foot.orientation = Quaternion::rotation_x(-0.2); - - next.r_foot.orientation = Quaternion::rotation_x(0.2); - - -}; + next.l_foot.orientation = + Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(0.5); + next.r_foot.orientation = + Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.5); + }; }, StageSection::Swing => { - next.chest.orientation = Quaternion::rotation_z(-0.5); - next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0); - next.control.orientation = Quaternion::rotation_x(PI/2.0) - * Quaternion::rotation_y(-1.6) - * Quaternion::rotation_z(-0.1); - next.head.orientation = Quaternion::rotation_z(0.4); - + next.chest.orientation = Quaternion::rotation_z(-0.5); + next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0); + next.control.orientation = Quaternion::rotation_x(PI / 2.0) + * Quaternion::rotation_y(-1.6) + * Quaternion::rotation_z(-0.1); + next.head.orientation = Quaternion::rotation_z(0.8); + next.l_hand.position = Vec3::new(-3.0, 0.0, 0.0); }, StageSection::Recover => { - next.chest.orientation = Quaternion::rotation_z(-0.5+movement*0.5); - next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0+movement*-3.0); - next.control.orientation = Quaternion::rotation_x(PI/2.0) - * Quaternion::rotation_y(-1.6+movement*1.6) - * Quaternion::rotation_z(-0.1+movement*0.1); - next.head.orientation = Quaternion::rotation_z(0.4+movement*-0.4); - + next.chest.orientation = Quaternion::rotation_z(-0.5 + movement * 0.5); + next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0 + movement * -3.0); + next.control.orientation = Quaternion::rotation_x(PI / 2.0) + * Quaternion::rotation_y(-1.6 + movement * 1.6) + * Quaternion::rotation_z(-0.1 + movement * 0.1); + next.head.orientation = Quaternion::rotation_z(0.8 + movement * -0.8); + next.l_hand.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0); }, _ => {}, } } } - /* if let Some(ToolKind::Hammer(_)) = active_tool_kind { - next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); - next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.l_hand.scale = Vec3::one() * 1.08; - next.r_hand.position = Vec3::new(3.0, 0.0, 0.0); - next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.r_hand.scale = Vec3::one() * 1.06; - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.57) - * Quaternion::rotation_z(1.57); - - next.head.position = Vec3::new( - 0.0, - -2.0 + skeleton_attr.head.0 + slower * -1.0, - skeleton_attr.head.1, - ); - next.head.orientation = Quaternion::rotation_z(slower * 0.05) - * Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2)) - * Quaternion::rotation_y(slower * 0.05); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.position = Vec3::new(0.0, 0.0, 7.0); - next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15) - * Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26) - * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); - - next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7); - next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12) - * Quaternion::rotation_x(0.0 + slower * -0.06) - * Quaternion::rotation_y(slower * -0.05); - - next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7); - next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_y(slower * -0.07); - - next.lantern.orientation = - Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); - next.hold.scale = Vec3::one() * 0.0; - - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0, - slower * 3.0 + slowersmooth * -6.0 - 2.0, - skeleton_attr.foot.2, - ); - next.l_foot.orientation = - Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2); - - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0, - slower * 2.0 + slowersmooth * -4.0 - 1.0, - -2.0 + skeleton_attr.foot.2, - ); - next.r_foot.orientation = - Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0); - - next.control.scale = Vec3::one(); - next.control.position = Vec3::new(-7.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2); - next.control.scale = Vec3::one(); - - next.lantern.position = Vec3::new( - skeleton_attr.lantern.0, - skeleton_attr.lantern.1, - skeleton_attr.lantern.2, - ); - next.glider.position = Vec3::new(0.0, 0.0, 10.0); - next.glider.scale = Vec3::one() * 0.0; - next.l_control.scale = Vec3::one(); - next.r_control.scale = Vec3::one(); - - next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; - next.torso.orientation = Quaternion::rotation_z(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - */ - - - //next.lantern.position = Vec3::new( - // skeleton_attr.lantern.0, - // skeleton_attr.lantern.1, - // skeleton_attr.lantern.2, - //); - //next.glider.position = Vec3::new(0.0, 0.0, 10.0); - //next.glider.scale = Vec3::one() * 0.0; - //next.l_control.scale = Vec3::one(); - //next.r_control.scale = Vec3::one(); - next.second.scale = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), diff --git a/voxygen/src/anim/src/character/leapmelee.rs b/voxygen/src/anim/src/character/leapmelee.rs index e79f6c23de..1c3a90efe3 100644 --- a/voxygen/src/anim/src/character/leapmelee.rs +++ b/voxygen/src/anim/src/character/leapmelee.rs @@ -161,85 +161,6 @@ impl Animation for LeapAnimation { _ => {}, } } - - /* if let Some(ToolKind::Hammer(_)) = active_tool_kind { - next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); - next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.l_hand.scale = Vec3::one() * 1.08; - next.r_hand.position = Vec3::new(3.0, 0.0, 0.0); - next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.r_hand.scale = Vec3::one() * 1.06; - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.57) - * Quaternion::rotation_z(1.57); - - next.head.position = Vec3::new( - 0.0, - -2.0 + skeleton_attr.head.0 + slower * -1.0, - skeleton_attr.head.1, - ); - next.head.orientation = Quaternion::rotation_z(slower * 0.05) - * Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2)) - * Quaternion::rotation_y(slower * 0.05); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.position = Vec3::new(0.0, 0.0, 7.0); - next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15) - * Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26) - * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); - - next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7); - next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12) - * Quaternion::rotation_x(0.0 + slower * -0.06) - * Quaternion::rotation_y(slower * -0.05); - - next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7); - next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_y(slower * -0.07); - - next.lantern.orientation = - Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); - next.hold.scale = Vec3::one() * 0.0; - - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0, - slower * 3.0 + slowersmooth * -6.0 - 2.0, - skeleton_attr.foot.2, - ); - next.l_foot.orientation = - Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2); - - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0, - slower * 2.0 + slowersmooth * -4.0 - 1.0, - -2.0 + skeleton_attr.foot.2, - ); - next.r_foot.orientation = - Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0); - - next.control.scale = Vec3::one(); - next.control.position = Vec3::new(-7.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2); - next.control.scale = Vec3::one(); - - next.lantern.position = Vec3::new( - skeleton_attr.lantern.0, - skeleton_attr.lantern.1, - skeleton_attr.lantern.2, - ); - next.glider.position = Vec3::new(0.0, 0.0, 10.0); - next.glider.scale = Vec3::one() * 0.0; - next.l_control.scale = Vec3::one(); - next.r_control.scale = Vec3::one(); - - next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; - next.torso.orientation = Quaternion::rotation_z(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - */ } else if let Some(ToolKind::Axe(_)) = active_tool_kind { //INTENTION: SWORD next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5); diff --git a/voxygen/src/anim/src/character/mod.rs b/voxygen/src/anim/src/character/mod.rs index 18751b0d62..e10c3aeb4e 100644 --- a/voxygen/src/anim/src/character/mod.rs +++ b/voxygen/src/anim/src/character/mod.rs @@ -29,13 +29,14 @@ pub mod wield; // Reexports pub use self::{ alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation, - blockidle::BlockIdleAnimation, charge::ChargeAnimation, chargeswing::ChargeswingAnimation, climb::ClimbAnimation, - dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, + blockidle::BlockIdleAnimation, charge::ChargeAnimation, chargeswing::ChargeswingAnimation, + climb::ClimbAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation, - jump::JumpAnimation, leapmelee::LeapAnimation, repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation, - shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation, spin::SpinAnimation, - spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation, - swimwield::SwimWieldAnimation, wield::WieldAnimation, + jump::JumpAnimation, leapmelee::LeapAnimation, repeater::RepeaterAnimation, + roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, + sneak::SneakAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation, + stand::StandAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation, + wield::WieldAnimation, }; use super::{make_bone, vek::*, FigureBoneData, Skeleton}; diff --git a/voxygen/src/anim/src/character/repeater.rs b/voxygen/src/anim/src/character/repeater.rs index 22e6500ff5..227e5610ee 100644 --- a/voxygen/src/anim/src/character/repeater.rs +++ b/voxygen/src/anim/src/character/repeater.rs @@ -6,7 +6,6 @@ use common::{ comp::item::{Hands, ToolKind}, states::utils::StageSection, }; -use std::f32::consts::PI; pub struct RepeaterAnimation; impl Animation for RepeaterAnimation { @@ -36,272 +35,153 @@ impl Animation for RepeaterAnimation { let lab = 1.0; - // Spin stuff here - let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 10.32).sin()); - - let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); - - let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); - let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); - // end spin stuff let movement = (anim_time as f32 * 1.0).min(1.0); let fire = (anim_time as f32 * 18.0 * lab as f32).sin(); - if let Some(ToolKind::Bow(_)) = active_tool_kind { - next.l_hand.position = Vec3::new(2.0, 1.5, 0.0); - next.l_hand.orientation = Quaternion::rotation_x(1.20) - * Quaternion::rotation_y(-0.6) - * Quaternion::rotation_z(-0.3); - next.l_hand.scale = Vec3::one() * 1.05; - next.r_hand.position = Vec3::new(5.9, 4.5, -5.0); - next.r_hand.orientation = Quaternion::rotation_x(1.20) - * Quaternion::rotation_y(-0.6) - * Quaternion::rotation_z(-0.3); - next.r_hand.scale = Vec3::one() * 1.05; - next.main.position = Vec3::new(3.0, 2.0, -13.0); - next.main.orientation = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.3) - * Quaternion::rotation_z(-0.6); + next.l_hand.position = Vec3::new(2.0, 1.5, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.l_hand.scale = Vec3::one() * 1.05; + next.r_hand.position = Vec3::new(5.9, 4.5, -5.0); + next.r_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(3.0, 2.0, -13.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); - next.hold.position = Vec3::new(1.2, -1.0, -5.2); - next.hold.orientation = Quaternion::rotation_x(-1.7) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.1); - next.hold.scale = Vec3::one() * 1.0; + next.hold.position = Vec3::new(1.2, -1.0, -5.2); + next.hold.orientation = Quaternion::rotation_x(-1.7) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(-0.1); + next.hold.scale = Vec3::one() * 1.0; - next.control.position = Vec3::new(-7.0, 6.0, 6.0); - next.control.orientation = - Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0); - next.control.scale = Vec3::one(); + next.control.position = Vec3::new(-7.0, 6.0, 6.0); + next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); if let Some(stage_section) = stage_section { match stage_section { StageSection::Movement => { - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0+movement*-1.5-1.5, - skeleton_attr.foot.1+movement*4.0+4.0, - skeleton_attr.foot.2+movement*2.5+2.5, - ); - next.l_foot.orientation = - Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*0.3+0.3); + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0 + movement * -1.5 - 1.5, + skeleton_attr.foot.1 + movement * 4.0 + 4.0, + skeleton_attr.foot.2 + movement * 2.5 + 2.5, + ); + next.l_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75) + * Quaternion::rotation_z(movement * 0.3 + 0.3); - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0+movement*1.5+1.5, - skeleton_attr.foot.1+movement*4.0+4.0, - skeleton_attr.foot.2+movement*2.5+2.5, - ); - next.r_foot.orientation = - Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*-0.3-0.3); - next.shorts.position = Vec3::new( - 0.0, - skeleton_attr.shorts.0+movement*4.0, - skeleton_attr.shorts.1+movement*1.0, - ); - next.shorts.orientation = - Quaternion::rotation_x(movement*0.6); - next.belt.position = Vec3::new( - 0.0, - skeleton_attr.belt.0+movement*2.0, - skeleton_attr.belt.1, - ); - next.belt.orientation = - Quaternion::rotation_x(movement*0.2); - next.control.position = Vec3::new(-7.0+movement*5.0, 6.0+movement*3.0, 6.0+movement*1.0); - next.control.orientation = - Quaternion::rotation_x(movement*0.4)*Quaternion::rotation_y(movement*0.8); - next.head.orientation = - Quaternion::rotation_y(movement*0.15); - next.torso.orientation = - Quaternion::rotation_x(movement*0.1) + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0 + movement * 1.5 + 1.5, + skeleton_attr.foot.1 + movement * 4.0 + 4.0, + skeleton_attr.foot.2 + movement * 2.5 + 2.5, + ); + next.r_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75) + * Quaternion::rotation_z(movement * -0.3 - 0.3); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0 + movement * 4.0, + skeleton_attr.shorts.1 + movement * 1.0, + ); + next.shorts.orientation = Quaternion::rotation_x(movement * 0.6); + next.belt.position = Vec3::new( + 0.0, + skeleton_attr.belt.0 + movement * 2.0, + skeleton_attr.belt.1, + ); + next.belt.orientation = Quaternion::rotation_x(movement * 0.2); + next.control.position = Vec3::new( + -7.0 + movement * 5.0, + 6.0 + movement * 3.0, + 6.0 + movement * 1.0, + ); + next.control.orientation = Quaternion::rotation_x(movement * 0.4) + * Quaternion::rotation_y(movement * 0.8); + next.head.orientation = Quaternion::rotation_y(movement * 0.15); + next.torso.orientation = Quaternion::rotation_x(movement * 0.1) }, StageSection::Buildup => { - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0-3.0, - skeleton_attr.foot.1+8.0, - skeleton_attr.foot.2+5.0, - ); - next.l_foot.orientation = - Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(0.6); + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0 - 3.0, + skeleton_attr.foot.1 + 8.0, + skeleton_attr.foot.2 + 5.0, + ); + next.l_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2) + * Quaternion::rotation_z(0.6); - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0+3.0, - skeleton_attr.foot.1+8.0, - skeleton_attr.foot.2+5.0, - ); - next.r_foot.orientation = - Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(-0.6); - next.shorts.position = Vec3::new( - 0.0, - skeleton_attr.shorts.0+4.0, - skeleton_attr.shorts.1+1.0, - ); - next.shorts.orientation = - Quaternion::rotation_x(0.6); - next.belt.position = Vec3::new( - 0.0, - skeleton_attr.belt.0+2.0, - skeleton_attr.belt.1, - ); - next.belt.orientation = - Quaternion::rotation_x(0.2); - next.control.position = Vec3::new(-2.0, 9.0, 7.0); - next.control.orientation = - Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8); - next.head.orientation = - Quaternion::rotation_y(0.15+movement*0.05); - next.torso.orientation = - Quaternion::rotation_x(0.1+movement*0.1); + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0 + 3.0, + skeleton_attr.foot.1 + 8.0, + skeleton_attr.foot.2 + 5.0, + ); + next.r_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2) + * Quaternion::rotation_z(-0.6); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0 + 4.0, + skeleton_attr.shorts.1 + 1.0, + ); + next.shorts.orientation = Quaternion::rotation_x(0.6); + next.belt.position = + Vec3::new(0.0, skeleton_attr.belt.0 + 2.0, skeleton_attr.belt.1); + next.belt.orientation = Quaternion::rotation_x(0.2); + next.control.position = Vec3::new(-2.0, 9.0, 7.0); + next.control.orientation = + Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.8); + next.head.orientation = Quaternion::rotation_y(0.15 + movement * 0.05); + next.torso.orientation = Quaternion::rotation_x(0.1 + movement * 0.1); }, StageSection::Shoot => { - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0-3.0, - skeleton_attr.foot.1+8.0, - skeleton_attr.foot.2+5.0, - ); - next.l_foot.orientation = - Quaternion::rotation_x(1.3)*Quaternion::rotation_z(0.6); + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0 - 3.0, + skeleton_attr.foot.1 + 8.0, + skeleton_attr.foot.2 + 5.0, + ); + next.l_foot.orientation = + Quaternion::rotation_x(1.3) * Quaternion::rotation_z(0.6); - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0+3.0, - skeleton_attr.foot.1+8.0, - skeleton_attr.foot.2+5.0, - ); - next.r_foot.orientation = - Quaternion::rotation_x(1.3)*Quaternion::rotation_z(-0.6); - next.shorts.position = Vec3::new( - 0.0, - skeleton_attr.shorts.0+4.0, - skeleton_attr.shorts.1+1.0, - ); - next.shorts.orientation = - Quaternion::rotation_x(0.6); - next.belt.position = Vec3::new( - 0.0, - skeleton_attr.belt.0+2.0, - skeleton_attr.belt.1, - ); - next.belt.orientation = - Quaternion::rotation_x(0.2); - next.control.position = Vec3::new(-2.0, 9.0, 7.0); - next.control.orientation = - Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8); - next.head.orientation = - Quaternion::rotation_y(0.2); - next.torso.orientation = - Quaternion::rotation_x(0.2+movement*0.15); - - - next.l_hand.position = Vec3::new(2.0+fire*-6.0-3.0, 1.5+fire*-6.0-3.0, 0.0); - next.l_hand.orientation = Quaternion::rotation_x(1.20) - * Quaternion::rotation_y(-0.6) - * Quaternion::rotation_z(-0.3); - next.hold.scale = Vec3::one() * 0.0; + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0 + 3.0, + skeleton_attr.foot.1 + 8.0, + skeleton_attr.foot.2 + 5.0, + ); + next.r_foot.orientation = + Quaternion::rotation_x(1.3) * Quaternion::rotation_z(-0.6); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0 + 4.0, + skeleton_attr.shorts.1 + 1.0, + ); + next.shorts.orientation = Quaternion::rotation_x(0.6); + next.belt.position = + Vec3::new(0.0, skeleton_attr.belt.0 + 2.0, skeleton_attr.belt.1); + next.belt.orientation = Quaternion::rotation_x(0.2); + next.control.position = Vec3::new(-2.0, 9.0, 7.0); + next.control.orientation = + Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.8); + next.head.orientation = Quaternion::rotation_y(0.2); + next.torso.orientation = Quaternion::rotation_x(0.2 + movement * 0.15); + next.l_hand.position = + Vec3::new(2.0 + fire * -6.0 - 3.0, 1.5 + fire * -6.0 - 3.0, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hold.scale = Vec3::one() * 0.0; }, - StageSection::Recover => { - }, + StageSection::Recover => {}, _ => {}, } } } - /* if let Some(ToolKind::Hammer(_)) = active_tool_kind { - next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); - next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.l_hand.scale = Vec3::one() * 1.08; - next.r_hand.position = Vec3::new(3.0, 0.0, 0.0); - next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.r_hand.scale = Vec3::one() * 1.06; - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.57) - * Quaternion::rotation_z(1.57); - - next.head.position = Vec3::new( - 0.0, - -2.0 + skeleton_attr.head.0 + slower * -1.0, - skeleton_attr.head.1, - ); - next.head.orientation = Quaternion::rotation_z(slower * 0.05) - * Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2)) - * Quaternion::rotation_y(slower * 0.05); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.position = Vec3::new(0.0, 0.0, 7.0); - next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15) - * Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26) - * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); - - next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7); - next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12) - * Quaternion::rotation_x(0.0 + slower * -0.06) - * Quaternion::rotation_y(slower * -0.05); - - next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7); - next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08) - * Quaternion::rotation_y(slower * -0.07); - - next.lantern.orientation = - Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); - next.hold.scale = Vec3::one() * 0.0; - - next.l_foot.position = Vec3::new( - -skeleton_attr.foot.0, - slower * 3.0 + slowersmooth * -6.0 - 2.0, - skeleton_attr.foot.2, - ); - next.l_foot.orientation = - Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2); - - next.r_foot.position = Vec3::new( - skeleton_attr.foot.0, - slower * 2.0 + slowersmooth * -4.0 - 1.0, - -2.0 + skeleton_attr.foot.2, - ); - next.r_foot.orientation = - Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0); - - next.control.scale = Vec3::one(); - next.control.position = Vec3::new(-7.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2); - next.control.scale = Vec3::one(); - - next.lantern.position = Vec3::new( - skeleton_attr.lantern.0, - skeleton_attr.lantern.1, - skeleton_attr.lantern.2, - ); - next.glider.position = Vec3::new(0.0, 0.0, 10.0); - next.glider.scale = Vec3::one() * 0.0; - next.l_control.scale = Vec3::one(); - next.r_control.scale = Vec3::one(); - - next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; - next.torso.orientation = Quaternion::rotation_z(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - */ - - - //next.lantern.position = Vec3::new( - // skeleton_attr.lantern.0, - // skeleton_attr.lantern.1, - // skeleton_attr.lantern.2, - //); - //next.glider.position = Vec3::new(0.0, 0.0, 10.0); - //next.glider.scale = Vec3::one() * 0.0; - //next.l_control.scale = Vec3::one(); - //next.r_control.scale = Vec3::one(); - next.second.scale = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 062a977092..bf1d0b21a1 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -852,19 +852,16 @@ impl FigureMgr { let stage_time = s.timer.as_secs_f64(); let stage_progress = match s.stage_section { - StageSection::Charge => { - stage_time - / s.static_data.charge_duration.as_secs_f64() - }, - StageSection::Swing => { - stage_time - / s.static_data.swing_duration.as_secs_f64() - }, - StageSection::Recover => { - stage_time / s.static_data.recover_duration.as_secs_f64() - }, - _ => 0.0, - _ => state.state_time, + StageSection::Charge => { + stage_time / s.static_data.charge_duration.as_secs_f64() + }, + StageSection::Swing => { + stage_time / s.static_data.swing_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + _ => 0.0, }; anim::character::ChargeswingAnimation::update_skeleton( @@ -911,23 +908,19 @@ impl FigureMgr { let stage_time = s.timer.as_secs_f64(); let stage_progress = match s.stage_section { - StageSection::Buildup => { - stage_time - / s.static_data.buildup_duration.as_secs_f64() - }, - StageSection::Movement => { - stage_time - / s.static_data.movement_duration.as_secs_f64() - }, - StageSection::Shoot => { - stage_time / s.static_data.shoot_duration.as_secs_f64() - }, - StageSection::Recover => { - stage_time - / s.static_data.recover_duration.as_secs_f64() - }, - _ => 0.0, - _ => state.state_time, + StageSection::Buildup => { + stage_time / s.static_data.buildup_duration.as_secs_f64() + }, + StageSection::Movement => { + stage_time / s.static_data.movement_duration.as_secs_f64() + }, + StageSection::Shoot => { + stage_time / s.static_data.shoot_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + _ => 0.0, }; anim::character::RepeaterAnimation::update_skeleton(