Addressed comments

This commit is contained in:
Snowram 2020-12-06 01:02:56 +01:00
parent 2e8ac0688c
commit 6713ac935f
14 changed files with 82 additions and 401 deletions

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@ -87,8 +87,8 @@ impl<BodyMeta, SpeciesMeta> core::ops::Index<NpcKind> for AllBodies<BodyMeta, Sp
NpcKind::Pig => &self.quadruped_small.body,
NpcKind::Wolf => &self.quadruped_medium.body,
NpcKind::Duck => &self.bird_medium.body,
NpcKind::Clownfish => &self.fish_medium.body,
NpcKind::Marlin => &self.fish_small.body,
NpcKind::Marlin => &self.fish_medium.body,
NpcKind::Clownfish => &self.fish_small.body,
NpcKind::Ogre => &self.biped_large.body,
NpcKind::StoneGolem => &self.golem.body,
NpcKind::Archaeos => &self.theropod.body,

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@ -1,21 +1,25 @@
use super::{super::Animation, FishMediumSkeleton, SkeletonAttr};
//use std::{f32::consts::PI, ops::Mul};
use super::super::vek::*;
use super::{
super::{vek::*, Animation},
FishMediumSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct IdleAnimation;
type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
impl Animation for IdleAnimation {
type Dependency = f64;
type Dependency = IdleAnimationDependency;
type Skeleton = FishMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_medium_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
@ -31,7 +35,6 @@ impl Animation for IdleAnimation {
next.head.orientation = Quaternion::rotation_z(slowalt * -0.1);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation = Quaternion::rotation_x(0.0);

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@ -1,48 +0,0 @@
use super::{super::Animation, FishMediumSkeleton, SkeletonAttr};
//use std::f32::consts::PI;
use super::super::vek::*;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Skeleton = FishMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_medium_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest_front.scale = Vec3::one() / 11.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation = Quaternion::rotation_x(0.0);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_y(0.0);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_y(0.0);
next
}
}

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@ -1,14 +1,8 @@
pub mod idle;
pub mod jump;
pub mod run;
pub mod swim;
pub mod swimidle;
// Reexports
pub use self::{
idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, swim::SwimAnimation,
swimidle::SwimIdleAnimation,
};
pub use self::{idle::IdleAnimation, swim::SwimAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
use common::comp::{self};
@ -64,6 +58,8 @@ pub struct SkeletonAttr {
chest_back: (f32, f32),
tail: (f32, f32),
fin: (f32, f32, f32),
tempo: f32,
amplitude: f32,
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
@ -86,6 +82,8 @@ impl Default for SkeletonAttr {
chest_back: (0.0, 0.0),
tail: (0.0, 0.0),
fin: (0.0, 0.0, 0.0),
tempo: 0.0,
amplitude: 0.0,
}
}
}
@ -112,6 +110,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
fin: match (body.species, body.body_type) {
(Marlin, _) => (2.5, 1.0, 3.5),
},
tempo: match (body.species, body.body_type) {
(Marlin, _) => 4.0,
},
amplitude: match (body.species, body.body_type) {
(Marlin, _) => 4.0,
},
}
}
}

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@ -1,48 +0,0 @@
use super::{super::Animation, FishMediumSkeleton, SkeletonAttr};
//use std::f32::consts::PI;
use super::super::vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = FishMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_medium_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest_front.scale = Vec3::one() / 11.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation = Quaternion::rotation_x(0.0);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_y(0.0);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_y(0.0);
next
}
}

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@ -20,15 +20,15 @@ impl Animation for SwimAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency,
anim_time: f64,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slowalt = (anim_time as f32 * 2.5 + PI + 0.2).sin();
let fast = (acc_vel * 4.0 + PI).sin();
let fastalt = (acc_vel * 4.0 + PI + 0.2).sin();
let slowalt = (acc_vel as f32 * s_a.tempo / 1.5 + PI + 0.2).sin();
let fast = (acc_vel * s_a.tempo + PI).sin();
let fastalt = (acc_vel * s_a.tempo + PI + 0.2).sin();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -43,10 +43,9 @@ impl Animation for SwimAnimation {
} else {
0.0
} * 1.3;
let abstilt = tilt.abs();
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
println!("{}", acc_vel);
let vel = (velocity.magnitude()).min(s_a.amplitude);
let slowvel = vel * 0.1;
next.chest_front.scale = Vec3::one() / 11.0;
@ -54,28 +53,22 @@ impl Animation for SwimAnimation {
next.head.orientation = Quaternion::rotation_z(slowalt * -0.1 + tilt * -2.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation =
Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt)
* Quaternion::rotation_z(fast * velocity.magnitude() * -0.02);
next.chest_front.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
* Quaternion::rotation_z(fast * vel * -0.02);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation =
Quaternion::rotation_z(fastalt * velocity.magnitude() * 0.1 + tilt * 2.0);
next.chest_back.orientation = Quaternion::rotation_z(fastalt * slowvel + tilt * 2.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 + tilt * 2.0);
next.tail.orientation = Quaternion::rotation_z(fast * slowvel + tilt * 2.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 - 0.1 + tilt * -0.5);
next.fin_l.orientation = Quaternion::rotation_z(fast * slowvel - 0.1 + tilt * -0.5);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation =
Quaternion::rotation_z(fast * velocity.magnitude() * -0.1 + 0.1 + tilt * -0.5);
next.fin_r.orientation = Quaternion::rotation_z(fast * -slowvel + 0.1 + tilt * -0.5);
next
}
}

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@ -1,56 +0,0 @@
use super::{
super::{vek::*, Animation},
FishMediumSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct SwimIdleAnimation;
type SwimIdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
impl Animation for SwimIdleAnimation {
type Dependency = SwimIdleAnimationDependency;
type Skeleton = FishMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_medium_swimidle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_swimidle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time as f32 * 3.5 + PI).sin();
let slowalt = (anim_time as f32 * 3.5 + PI + 0.2).sin();
next.chest_front.scale = Vec3::one() / 11.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(slowalt * -0.1);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
next.chest_front.orientation = Quaternion::rotation_x(0.0);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(slowalt * 0.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
next
}
}

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@ -1,39 +1,45 @@
use super::{super::Animation, FishSmallSkeleton, SkeletonAttr};
//use std::{f32::consts::PI, ops::Mul};
use super::super::vek::*;
use super::{
super::{vek::*, Animation},
FishSmallSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct IdleAnimation;
type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
impl Animation for IdleAnimation {
type Dependency = f64;
type Dependency = IdleAnimationDependency;
type Skeleton = FishSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_small_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time as f32 * 3.5 + PI).sin();
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_y(0.0);
next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_y(0.0);
next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
next
}
}

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@ -1,39 +0,0 @@
use super::{super::Animation, FishSmallSkeleton, SkeletonAttr};
//use std::f32::consts::PI;
use super::super::vek::*;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Skeleton = FishSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_small_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_y(0.0);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_y(0.0);
next
}
}

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@ -1,14 +1,8 @@
pub mod idle;
pub mod jump;
pub mod run;
pub mod swim;
pub mod swimidle;
// Reexports
pub use self::{
idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, swim::SwimAnimation,
swimidle::SwimIdleAnimation,
};
pub use self::{idle::IdleAnimation, swim::SwimAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
use common::comp::{self};
@ -53,6 +47,8 @@ pub struct SkeletonAttr {
chest: (f32, f32),
tail: (f32, f32),
fin: (f32, f32, f32),
tempo: f32,
amplitude: f32,
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
@ -72,6 +68,8 @@ impl Default for SkeletonAttr {
chest: (0.0, 0.0),
tail: (0.0, 0.0),
fin: (0.0, 0.0, 0.0),
tempo: 0.0,
amplitude: 0.0,
}
}
}
@ -89,6 +87,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
fin: match (body.species, body.body_type) {
(Clownfish, _) => (2.0, 0.5, 1.0),
},
tempo: match (body.species, body.body_type) {
(Clownfish, _) => 5.0,
},
amplitude: match (body.species, body.body_type) {
(Clownfish, _) => 4.0,
},
}
}
}

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@ -1,39 +0,0 @@
use super::{super::Animation, FishSmallSkeleton, SkeletonAttr};
//use std::{f32::consts::PI, ops::Mul};
use super::super::vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = FishSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_small_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_y(0.0);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_y(0.0);
next
}
}

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@ -26,7 +26,7 @@ impl Animation for SwimAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let fast = (acc_vel * 5.0 + PI).sin();
let fast = (acc_vel * s_a.tempo + PI).sin();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -41,22 +41,24 @@ impl Animation for SwimAnimation {
} else {
0.0
} * 1.3;
let abstilt = tilt.abs();
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
let vel = (velocity.magnitude()).min(s_a.amplitude);
let slowvel = vel * 0.1;
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt) * Quaternion::rotation_z(fast * -0.1);
next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
* Quaternion::rotation_z(fast * -0.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(fast * -1.0 * velocity.magnitude() * 0.1 + tilt * 2.0);
next.tail.orientation = Quaternion::rotation_z(fast * -1.0 * slowvel + tilt * 2.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(fast * 0.6 * velocity.magnitude() * 0.1 - 0.3 + tilt * -0.5);
next.fin_l.orientation = Quaternion::rotation_z(fast * 0.6 * slowvel - 0.3 + tilt * -0.5);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(fast * -0.6 * velocity.magnitude() * 0.1 + 0.3 + tilt * -0.5);
next.fin_r.orientation = Quaternion::rotation_z(fast * -0.6 * slowvel + 0.3 + tilt * -0.5);
next
}
}

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@ -1,46 +0,0 @@
use super::{
super::{vek::*, Animation},
FishSmallSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct SwimIdleAnimation;
type SwimIdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
impl Animation for SwimIdleAnimation {
type Dependency = SwimIdleAnimationDependency;
type Skeleton = FishSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_small_swimidle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_swimidle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time as f32 * 3.5 + PI).sin();
next.chest.scale = Vec3::one() / 13.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
next
}
}

View File

@ -2170,13 +2170,6 @@ impl FigureMgr {
_ => continue,
};
// Bad, can potentially overflow
if vel.0.magnitude_squared() != 0.0 {
state.acc_vel += vel.0.magnitude() * dt;
} else {
state.acc_vel = 0.0;
}
if !character.same_variant(&last_character.0) {
state.state_time = 0.0;
}
@ -2186,32 +2179,8 @@ impl FigureMgr {
vel.0.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
physics.in_liquid.is_some(), // In water
) {
// Standing
(true, false, false) => anim::fish_medium::IdleAnimation::update_skeleton(
&FishMediumSkeleton::default(),
time,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// Running
(true, true, false) => anim::fish_medium::RunAnimation::update_skeleton(
&FishMediumSkeleton::default(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// In air
(false, _, false) => anim::fish_medium::JumpAnimation::update_skeleton(
&FishMediumSkeleton::default(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// Idle Water
(_, false, true) => anim::fish_medium::SwimIdleAnimation::update_skeleton(
// Idle
(_, false, _) => anim::fish_medium::IdleAnimation::update_skeleton(
&FishMediumSkeleton::default(),
(vel.0, ori, state.last_ori, time, state.avg_vel),
state.state_time,
@ -2219,7 +2188,7 @@ impl FigureMgr {
skeleton_attr,
),
// Swim
(_, true, true) => anim::fish_medium::SwimAnimation::update_skeleton(
(_, true, _) => anim::fish_medium::SwimAnimation::update_skeleton(
&FishMediumSkeleton::default(),
(
vel.0,
@ -2586,13 +2555,6 @@ impl FigureMgr {
_ => continue,
};
// Bad, can potentially overflow
if vel.0.magnitude_squared() != 0.0 {
state.acc_vel += vel.0.magnitude() * dt;
} else {
state.acc_vel = 0.0;
}
if !character.same_variant(&last_character.0) {
state.state_time = 0.0;
}
@ -2602,32 +2564,8 @@ impl FigureMgr {
vel.0.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
physics.in_liquid.is_some(), // In water
) {
// Standing
(true, false, false) => anim::fish_small::IdleAnimation::update_skeleton(
&FishSmallSkeleton::default(),
time,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// Running
(true, true, false) => anim::fish_small::RunAnimation::update_skeleton(
&FishSmallSkeleton::default(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// In air
(false, _, false) => anim::fish_small::JumpAnimation::update_skeleton(
&FishSmallSkeleton::default(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
// Idle Water
(_, false, true) => anim::fish_small::SwimIdleAnimation::update_skeleton(
// Idle
(_, false, _) => anim::fish_small::IdleAnimation::update_skeleton(
&FishSmallSkeleton::default(),
(vel.0, ori, state.last_ori, time, state.avg_vel),
state.state_time,
@ -2635,7 +2573,7 @@ impl FigureMgr {
skeleton_attr,
),
// Swim
(_, true, true) => anim::fish_small::SwimAnimation::update_skeleton(
(_, true, _) => anim::fish_small::SwimAnimation::update_skeleton(
&FishSmallSkeleton::default(),
(
vel.0,
@ -3979,6 +3917,13 @@ impl<S: Skeleton> FigureState<S> {
self.avg_vel = (1.0 - smoothing) * self.avg_vel + smoothing * (pos - last_pos) / dt;
}
self.last_pos = Some(pos);
// Can potentially overflow
if self.avg_vel.magnitude_squared() != 0.0 {
self.acc_vel += self.avg_vel.magnitude() * dt;
} else {
self.acc_vel = 0.0;
}
}
pub fn locals(&self) -> &Consts<FigureLocals> { &self.locals }