swing animation

Former-commit-id: 19e2c32aa36e3890e35df87f01bb0aec4cc8cf9c
This commit is contained in:
jshipsey 2019-05-27 18:50:03 -04:00
parent 7582714edc
commit 5f22c4e26f
8 changed files with 35 additions and 28 deletions

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@ -115,11 +115,14 @@ impl<'a> System<'a> for Sys {
let animation = if on_ground {
if control.move_dir.magnitude() > 0.01 {
Animation::Run
} else if attackings.get(entity).is_some(){
Animation::Attack
} else {
Animation::Idle
}
} else if glidings.get(entity).is_some() {
Animation::Gliding
} else {
Animation::Jump
};

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@ -23,9 +23,13 @@ impl Animation for AttackAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 1.0).sin();
let wave = (anim_time as f32 * 4.0).sin();
let wave_quicken = (1.0 - (anim_time as f32 * 8.0).cos());
let wave_quicken_slow = (1.0 - (anim_time as f32 * 6.0).cos());
let wave_quicken_double = (1.0 - (anim_time as f32 * 12.0).cos());
let wave_quick =(anim_time as f32 * 0.5).sin();
let wave_cos = (anim_time as f32 * 12.0).cos();
let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
let wave_slow = (anim_time as f32 * 5.0 + PI).cos();
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
@ -47,7 +51,7 @@ impl Animation for AttackAnimation {
* 0.25,
);
next.head.offset = Vec3::new(0.0, 2.0, 11.0);
next.head.ori = Quaternion::rotation_z(0.0);
next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1) * Quaternion::rotation_y(wave_stop_quick * 0.1);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
@ -62,26 +66,26 @@ impl Animation for AttackAnimation {
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
next.l_hand.offset = Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
next.l_hand.ori =
Quaternion::rotation_x(0.0 + wave * 2.0) * Quaternion::rotation_z(wave * 2.0);
Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.l_hand.scale = Vec3::one() / 11.0;
next.r_hand.offset = Vec3::new(8.0, 4.0, 6.5) / 11.0;
next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.0);
next.r_hand.scale = Vec3::one() / 11.0;
next.r_hand.scale = Vec3::one() *0.0;
next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0 + wave_quicken * -2.0);
next.l_foot.ori = Quaternion::rotation_x(wave_quicken * -0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0 + wave_quick * -2.0);
next.r_foot.ori = Quaternion::rotation_x(wave_quicken * 0.6);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.offset = Vec3::new(-7.0, -2.0, 5.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.weapon.scale = Vec3::one() * 0.0;
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
@ -95,17 +99,17 @@ impl Animation for AttackAnimation {
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
next.left_equip.offset = Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
next.left_equip.ori =
Quaternion::rotation_x(0.0 + wave * 2.0) * Quaternion::rotation_z(1.57 + wave * 2.0);
Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.left_equip.scale = Vec3::one() / 11.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset =Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.right_equip.scale = Vec3::one() / 11.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2) * Quaternion::rotation_y(wave_stop_quick * 0.2);
next.torso.scale = Vec3::one() / 11.0;
next
}

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@ -92,7 +92,7 @@ impl Animation for GlidingAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -80,7 +80,7 @@ impl Animation for IdleAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -65,7 +65,7 @@ impl Animation for JumpAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -70,7 +70,7 @@ impl Animation for RunAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -244,7 +244,7 @@ impl FigureModelCache {
// TODO actually match against other weapons and set the right model
_ => "weapon/sword/sword_rusty_2h.vox",
},
Vec3::new(-6.5, -1.5, -4.0),
Vec3::new(-1.5, -6.5, -4.0),
)
}
@ -281,7 +281,7 @@ impl FigureModelCache {
Weapon::Sword => "weapon/sword/sword_rusty_2h.vox",
_ => "weapon/sword/sword_rusty_2h.vox",
},
Vec3::new(-6.5, -1.5, -5.0),
Vec3::new(-1.5, -6.5, -4.5),
)
}
fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
@ -289,7 +289,7 @@ impl FigureModelCache {
match hand {
Hand::Default => "figure/body/hand.vox",
},
Vec3::new(-2.0, -2.5, -2.0),
Vec3::new(-2.0, -2.5, -5.0),
)
}
/////////