From 691607f3987f106b00caebd9c0a49684f24bc7bd Mon Sep 17 00:00:00 2001 From: jshipsey Date: Sat, 1 Aug 2020 22:59:22 -0400 Subject: [PATCH] swimming changes --- voxygen/src/anim/Cargo.toml | 2 +- voxygen/src/anim/src/character/climb.rs | 489 ++++++++++++++++++------ voxygen/src/anim/src/character/run.rs | 12 +- voxygen/src/anim/src/character/swim.rs | 85 ++-- voxygen/src/scene/figure/mod.rs | 1 + voxygen/src/session.rs | 7 +- voxygen/src/settings.rs | 12 +- voxygen/src/window.rs | 11 +- 8 files changed, 451 insertions(+), 168 deletions(-) diff --git a/voxygen/src/anim/Cargo.toml b/voxygen/src/anim/Cargo.toml index ab4d0e2bfe..92ce71acb0 100644 --- a/voxygen/src/anim/Cargo.toml +++ b/voxygen/src/anim/Cargo.toml @@ -8,7 +8,7 @@ edition = "2018" name = "voxygen_anim" # Uncomment to use animation hot reloading # Note: this breaks `cargo test` -# crate-type = ["lib", "cdylib"] +crate-type = ["lib", "cdylib"] [features] use-dyn-lib = ["libloading", "notify", "lazy_static", "tracing", "find_folder"] diff --git a/voxygen/src/anim/src/character/climb.rs b/voxygen/src/anim/src/character/climb.rs index 47257ed641..adcb48b5c4 100644 --- a/voxygen/src/anim/src/character/climb.rs +++ b/voxygen/src/anim/src/character/climb.rs @@ -1,6 +1,7 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::{Hands, ToolKind}; -use std::f32::consts::PI; +use std::{f32::consts::PI, ops::Mul}; + use vek::*; pub struct ClimbAnimation; @@ -21,19 +22,20 @@ impl Animation for ClimbAnimation { #[cfg_attr(feature = "be-dyn-lib", export_name = "character_climb")] fn update_skeleton_inner( skeleton: &Self::Skeleton, - (active_tool_kind, second_tool_kind, velocity, _orientation, _global_time): Self::Dependency, + (active_tool_kind, second_tool_kind, velocity, _orientation, global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let speed = velocity.magnitude(); + let speed = velocity.z; *rate = speed; - let constant = 1.0; let smooth = (anim_time as f32 * constant as f32 * 1.5).sin(); let smootha = (anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin(); + let drop = (anim_time as f32 * constant as f32 * 4.0 + PI / 2.0).sin(); + let dropa = (anim_time as f32 * constant as f32 * 4.0).sin(); let quick = (((5.0) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32))) @@ -46,145 +48,386 @@ impl Animation for ClimbAnimation { .powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin()); - - next.head.offset = Vec3::new( - 0.0, - -4.0 + skeleton_attr.head.0, - skeleton_attr.head.1 + smootha * 0.2, + let head_look = Vec2::new( + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(7331.0) + .sin() + * 0.3, + ((global_time + anim_time) as f32 / 2.0) + .floor() + .mul(1337.0) + .sin() + * 0.15, ); - next.head.ori = Quaternion::rotation_z(smooth * 0.1) - * Quaternion::rotation_x(0.6) - * Quaternion::rotation_y(quick * 0.1); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; + if speed > 0.7 { + next.head.offset = Vec3::new( + 0.0, + -4.0 + skeleton_attr.head.0, + skeleton_attr.head.1 + smootha * 0.2, + ); + next.head.ori = Quaternion::rotation_z(smooth * 0.1) + * Quaternion::rotation_x(0.6) + * Quaternion::rotation_y(quick * 0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.chest.offset = Vec3::new( - 0.0, - skeleton_attr.chest.0 + 1.0, - skeleton_attr.chest.1 + smootha * 1.1, - ); - next.chest.ori = Quaternion::rotation_z(quick * 0.25) - * Quaternion::rotation_x(-0.15) - * Quaternion::rotation_y(quick * -0.12); - next.chest.scale = Vec3::one(); + next.chest.offset = Vec3::new( + 0.0, + skeleton_attr.chest.0, + skeleton_attr.chest.1 + smootha * 1.1, + ); + next.chest.ori = Quaternion::rotation_z(quick * 0.25) + * Quaternion::rotation_x(-0.15) + * Quaternion::rotation_y(quick * -0.12); + next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 1.0, skeleton_attr.belt.1); - next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0); - next.belt.scale = Vec3::one(); + next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 1.0, skeleton_attr.belt.1); + next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0); + next.belt.scale = Vec3::one(); - next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); - next.back.ori = Quaternion::rotation_x(-0.2); - next.back.scale = Vec3::one() * 1.02; + next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); + next.back.ori = Quaternion::rotation_x(-0.2); + next.back.scale = Vec3::one() * 1.02; - next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1); - next.shorts.ori = Quaternion::rotation_z(quick * 0.0) - * Quaternion::rotation_x(0.1) - * Quaternion::rotation_y(quick * 0.10); - next.shorts.scale = Vec3::one(); + next.shorts.offset = + Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1); + next.shorts.ori = Quaternion::rotation_z(quick * 0.0) + * Quaternion::rotation_x(0.1) + * Quaternion::rotation_y(quick * 0.10); + next.shorts.scale = Vec3::one(); - next.l_hand.offset = Vec3::new( - -skeleton_attr.hand.0, - skeleton_attr.hand.1 + quicka * 1.5, - 5.0 + skeleton_attr.hand.2 - quick * 4.0, - ); - next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5); - next.l_hand.scale = Vec3::one(); + next.l_hand.offset = Vec3::new( + -skeleton_attr.hand.0, + 4.0 + skeleton_attr.hand.1 + quicka * 1.5, + 5.0 + skeleton_attr.hand.2 - quick * 4.0, + ); + next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5); + next.l_hand.scale = Vec3::one(); - next.r_hand.offset = Vec3::new( - skeleton_attr.hand.0, - skeleton_attr.hand.1 - quicka * 1.5, - 5.0 + skeleton_attr.hand.2 + quick * 4.0, - ); - next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5); - next.r_hand.scale = Vec3::one(); + next.r_hand.offset = Vec3::new( + skeleton_attr.hand.0, + 5.0 + skeleton_attr.hand.1 - quicka * 1.5, + 5.0 + skeleton_attr.hand.2 + quick * 4.0, + ); + next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5); + next.r_hand.scale = Vec3::one(); - next.l_foot.offset = Vec3::new( - -skeleton_attr.foot.0, - 1.0 + skeleton_attr.foot.1, - skeleton_attr.foot.2 + quick * 2.5, - ); - next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5); - next.l_foot.scale = Vec3::one(); + match active_tool_kind { + Some(ToolKind::Dagger(_)) => { + next.main.offset = Vec3::new(-4.0, -5.0, 7.0); + next.main.ori = + Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI); + }, + Some(ToolKind::Shield(_)) => { + next.main.offset = Vec3::new(-0.0, -5.0, 3.0); + next.main.ori = + Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); + }, + _ => { + next.main.offset = Vec3::new(-7.0, -5.0, 15.0); + next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); + }, + } + next.main.scale = Vec3::one(); - next.r_foot.offset = Vec3::new( - skeleton_attr.foot.0, - 1.0 + skeleton_attr.foot.1, - skeleton_attr.foot.2 - quick * 2.5, - ); - next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5); - next.r_foot.scale = Vec3::one(); + match second_tool_kind { + Some(ToolKind::Dagger(_)) => { + next.second.offset = Vec3::new(4.0, -6.0, 7.0); + next.second.ori = + Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); + }, + Some(ToolKind::Shield(_)) => { + next.second.offset = Vec3::new(0.0, -4.0, 3.0); + next.second.ori = + Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI); + }, + _ => { + next.second.offset = Vec3::new(-7.0, -5.0, 15.0); + next.second.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); + }, + } + next.second.scale = Vec3::one(); + next.l_foot.offset = Vec3::new( + -skeleton_attr.foot.0, + 5.0 + skeleton_attr.foot.1, + skeleton_attr.foot.2 + quick * 2.5, + ); + next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5); + next.l_foot.scale = Vec3::one(); - next.l_shoulder.offset = Vec3::new( - -skeleton_attr.shoulder.0, - skeleton_attr.shoulder.1, - skeleton_attr.shoulder.2, - ); - next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15); - next.l_shoulder.scale = Vec3::one() * 1.1; + next.r_foot.offset = Vec3::new( + skeleton_attr.foot.0, + 4.0 + skeleton_attr.foot.1, + skeleton_attr.foot.2 - quick * 2.5, + ); + next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5); + next.r_foot.scale = Vec3::one(); - next.r_shoulder.offset = Vec3::new( - skeleton_attr.shoulder.0, - skeleton_attr.shoulder.1, - skeleton_attr.shoulder.2, - ); - next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15); - next.r_shoulder.scale = Vec3::one() * 1.1; + next.l_shoulder.offset = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15); + next.l_shoulder.scale = Vec3::one() * 1.1; - next.glider.offset = Vec3::new(0.0, 0.0, 10.0); - next.glider.scale = Vec3::one() * 0.0; + next.r_shoulder.offset = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15); + next.r_shoulder.scale = Vec3::one() * 1.1; - match active_tool_kind { - Some(ToolKind::Dagger(_)) => { - next.main.offset = Vec3::new(-4.0, -5.0, 7.0); - next.main.ori = - Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI); - }, - Some(ToolKind::Shield(_)) => { - next.main.offset = Vec3::new(-0.0, -5.0, 3.0); - next.main.ori = - Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); - }, - _ => { - next.main.offset = Vec3::new(-7.0, -5.0, 15.0); + next.glider.offset = Vec3::new(0.0, 0.0, 10.0); + next.glider.scale = Vec3::one() * 0.0; + + next.main.offset = Vec3::new(-7.0, -5.0, 18.0); + next.main.ori = + Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25); + next.main.scale = Vec3::one(); + + next.second.offset = Vec3::new(0.0, 0.0, 0.0); + next.second.ori = Quaternion::rotation_y(0.0); + next.second.scale = Vec3::one() * 0.0; + + next.lantern.offset = Vec3::new( + skeleton_attr.lantern.0, + skeleton_attr.lantern.1, + skeleton_attr.lantern.2, + ); + next.lantern.ori = + Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3); + next.lantern.scale = Vec3::one() * 0.65; + + next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + + next.control.scale = Vec3::one(); + + next.l_control.scale = Vec3::one(); + + next.r_control.scale = Vec3::one(); + } else { + if speed > -0.7 { + next.head.offset = + Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); + next.head.ori = Quaternion::rotation_x(2.0 * head_look.y.abs()) + * Quaternion::rotation_z(3.5 * head_look.x.abs()); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new( + 0.0, + -2.0 + skeleton_attr.chest.0 + 3.0, + skeleton_attr.chest.1, + ); + next.chest.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.3) + * Quaternion::rotation_z(0.6); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 0.5, skeleton_attr.belt.1); + next.belt.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.1); + next.belt.scale = Vec3::one(); + + next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); + next.back.ori = Quaternion::rotation_x(-0.2); + next.back.scale = Vec3::one() * 1.02; + + next.shorts.offset = + Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1); + next.shorts.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.1) + * Quaternion::rotation_y(0.0); + next.shorts.scale = Vec3::one(); + + next.l_hand.offset = Vec3::new( + -skeleton_attr.hand.0, + 2.0 + skeleton_attr.hand.1, + skeleton_attr.hand.2, + ); + next.l_hand.ori = Quaternion::rotation_x(0.8); + next.l_hand.scale = Vec3::one(); + + next.r_hand.offset = Vec3::new( + skeleton_attr.hand.0, + 5.5 + skeleton_attr.hand.1, + 5.0 + skeleton_attr.hand.2, + ); + next.r_hand.ori = Quaternion::rotation_x(2.2) * Quaternion::rotation_y(-0.5); + next.r_hand.scale = Vec3::one(); + + next.l_foot.offset = Vec3::new( + -skeleton_attr.foot.0, + 5.0 + skeleton_attr.foot.1, + 1.0 + skeleton_attr.foot.2, + ); + next.l_foot.ori = Quaternion::rotation_x(0.55); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new( + skeleton_attr.foot.0, + 5.0 + skeleton_attr.foot.1, + -2.0 + skeleton_attr.foot.2, + ); + next.r_foot.ori = Quaternion::rotation_x(0.2); + next.r_foot.scale = Vec3::one(); + + next.l_shoulder.offset = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.l_shoulder.ori = Quaternion::rotation_x(0.0); + next.l_shoulder.scale = Vec3::one() * 1.1; + + next.r_shoulder.offset = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.r_shoulder.ori = Quaternion::rotation_x(0.0); + next.r_shoulder.scale = Vec3::one() * 1.1; + + next.glider.offset = Vec3::new(0.0, 0.0, 10.0); + next.glider.scale = Vec3::one() * 0.0; + + next.main.offset = Vec3::new(-7.0, -5.0, 18.0); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); - }, - } - next.main.scale = Vec3::one(); + next.main.scale = Vec3::one(); - match second_tool_kind { - Some(ToolKind::Dagger(_)) => { - next.second.offset = Vec3::new(4.0, -6.0, 7.0); - next.second.ori = - Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); - }, - Some(ToolKind::Shield(_)) => { - next.second.offset = Vec3::new(0.0, -4.0, 3.0); - next.second.ori = - Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI); - }, - _ => { - next.second.offset = Vec3::new(-7.0, -5.0, 15.0); - next.second.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); - }, - } - next.second.scale = Vec3::one(); + next.second.offset = Vec3::new(0.0, 0.0, 0.0); + next.second.ori = Quaternion::rotation_y(0.0); + next.second.scale = Vec3::one() * 0.0; - next.lantern.offset = Vec3::new( - skeleton_attr.lantern.0, - skeleton_attr.lantern.1, - skeleton_attr.lantern.2, - ); - next.lantern.ori = - Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3); - next.lantern.scale = Vec3::one() * 0.65; + next.lantern.offset = Vec3::new( + skeleton_attr.lantern.0, + skeleton_attr.lantern.1, + skeleton_attr.lantern.2, + ); + next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.lantern.scale = Vec3::one() * 0.65; - next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + next.torso.offset = Vec3::new(0.0, -0.2, 0.4) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - next.control.scale = Vec3::one(); + next.control.scale = Vec3::one(); - next.l_control.scale = Vec3::one(); + next.l_control.scale = Vec3::one(); + next.r_control.scale = Vec3::one(); + } else { + next.head.offset = + Vec3::new(0.0, -1.0 + skeleton_attr.head.0, skeleton_attr.head.1); + next.head.ori = Quaternion::rotation_x(-0.25) * Quaternion::rotation_z(0.0); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new( + 0.0, + -2.0 + skeleton_attr.chest.0 + 3.0, + skeleton_attr.chest.1, + ); + next.chest.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.2 + drop * 0.05) + * Quaternion::rotation_z(0.0); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 0.5, skeleton_attr.belt.1); + next.belt.ori = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.1 + dropa * 0.1); + next.belt.scale = Vec3::one(); + + next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); + next.back.ori = Quaternion::rotation_x(-0.15); + next.back.scale = Vec3::one() * 1.02; + + next.shorts.offset = + Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1); + next.shorts.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.1 + dropa * 0.12) + * Quaternion::rotation_y(0.0); + next.shorts.scale = Vec3::one(); + + next.l_hand.offset = Vec3::new( + -skeleton_attr.hand.0, + 7.5 + skeleton_attr.hand.1, + 7.0 + skeleton_attr.hand.2 + dropa * -1.0, + ); + next.l_hand.ori = + Quaternion::rotation_x(2.2) * Quaternion::rotation_y(0.3 + dropa * 0.1); + next.l_hand.scale = Vec3::one(); + + next.r_hand.offset = Vec3::new( + skeleton_attr.hand.0, + 7.5 + skeleton_attr.hand.1, + 5.0 + skeleton_attr.hand.2 + drop * -1.0, + ); + next.r_hand.ori = + Quaternion::rotation_x(2.2) * Quaternion::rotation_y(-0.3 + drop * 0.1); + next.r_hand.scale = Vec3::one(); + + next.l_foot.offset = Vec3::new( + -skeleton_attr.foot.0, + 4.0 + skeleton_attr.foot.1, + 1.0 + skeleton_attr.foot.2 + drop * -2.0, + ); + next.l_foot.ori = Quaternion::rotation_x(0.55 + drop * 0.1); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new( + skeleton_attr.foot.0, + 2.0 + skeleton_attr.foot.1, + -2.0 + skeleton_attr.foot.2 + smooth * 1.0, + ); + next.r_foot.ori = Quaternion::rotation_x(0.2 + smooth * 0.15); + next.r_foot.scale = Vec3::one(); + + next.l_shoulder.offset = Vec3::new( + -skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.l_shoulder.ori = Quaternion::rotation_x(0.0); + next.l_shoulder.scale = Vec3::one() * 1.1; + + next.r_shoulder.offset = Vec3::new( + skeleton_attr.shoulder.0, + skeleton_attr.shoulder.1, + skeleton_attr.shoulder.2, + ); + next.r_shoulder.ori = Quaternion::rotation_x(0.0); + next.r_shoulder.scale = Vec3::one() * 1.1; + + next.glider.offset = Vec3::new(0.0, 0.0, 10.0); + next.glider.scale = Vec3::one() * 0.0; + + next.main.offset = Vec3::new(-7.0, -5.0, 18.0); + next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); + next.main.scale = Vec3::one(); + + next.second.offset = Vec3::new(0.0, 0.0, 0.0); + next.second.ori = Quaternion::rotation_y(0.0); + next.second.scale = Vec3::one() * 0.0; + + next.lantern.offset = Vec3::new( + skeleton_attr.lantern.0, + skeleton_attr.lantern.1, + skeleton_attr.lantern.2, + ); + next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.lantern.scale = Vec3::one() * 0.65; + + next.torso.offset = Vec3::new(0.0, -0.2, 0.4) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + + next.control.scale = Vec3::one(); + + next.l_control.scale = Vec3::one(); + } + }; next.r_control.scale = Vec3::one(); next.second.scale = match ( diff --git a/voxygen/src/anim/src/character/run.rs b/voxygen/src/anim/src/character/run.rs index f85f1ca477..d821576b11 100644 --- a/voxygen/src/anim/src/character/run.rs +++ b/voxygen/src/anim/src/character/run.rs @@ -48,17 +48,17 @@ impl Animation for RunAnimation { let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin(); let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin(); - let footrotl = (((5.0) - / (2.5 - + (2.5) + let footrotl = (((1.0) + / (0.5 + + (0.5) * ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin()) .powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin()); - let footrotr = (((5.0) - / (1.0 - + (4.0) + let footrotr = (((1.0) + / (0.5 + + (0.5) * ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin()) .powf(2.0 as f32))) .sqrt()) diff --git a/voxygen/src/anim/src/character/swim.rs b/voxygen/src/anim/src/character/swim.rs index e7e23023ae..e505c83198 100644 --- a/voxygen/src/anim/src/character/swim.rs +++ b/voxygen/src/anim/src/character/swim.rs @@ -12,6 +12,7 @@ type SwimAnimationDependency = ( Vec3, Vec3, f64, + Vec3, ); impl Animation for SwimAnimation { @@ -25,17 +26,19 @@ impl Animation for SwimAnimation { fn update_skeleton_inner( skeleton: &Self::Skeleton, - (active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency, + (active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time, avg_vel): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let speed = Vec2::::from(velocity).magnitude(); + let speed = Vec3::::from(velocity).magnitude(); *rate = 1.0; + let tempo = if speed > 0.5 { 1.0 } else { 0.7 }; + let intensity = if speed > 0.5 { 1.0 } else { 0.3 }; - let lab = 1.0; + let lab = 1.0 * tempo; let short = (anim_time as f32 * lab as f32 * 6.0).sin(); @@ -45,13 +48,29 @@ impl Animation for SwimAnimation { let wave_stop = (anim_time as f32 * 9.0).min(PI / 2.0 / 2.0).sin(); + let footrotl = (((1.0) + / (0.2 + + (0.8) + * ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin()); + + let footrotr = (((1.0) + / (0.2 + + (0.8) + * ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin()); + + let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin(); + let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin(); let head_look = Vec2::new( - ((global_time + anim_time) as f32 / 18.0) + ((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo)) .floor() .mul(7331.0) .sin() * 0.2, - ((global_time + anim_time) as f32 / 18.0) + ((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo)) .floor() .mul(1337.0) .sin() @@ -70,25 +89,32 @@ impl Animation for SwimAnimation { } else { 0.0 } * 1.3; + + let adjust = if speed > 0.5 { -1.57 } else { -3.14 * speed }; next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.head.0, skeleton_attr.head.1 - 1.0 + short * 0.3, ); - next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4) - * Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045); + next.head.ori = Quaternion::rotation_z(head_look.x + short * -0.6 * intensity) + * Quaternion::rotation_x( + (0.6 * head_look.y * (1.0 / intensity)).abs() + + 0.45 * intensity + + velocity.z * 0.02, + ); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, - skeleton_attr.chest.1 + short * 1.3, + -13.0 + skeleton_attr.chest.1 + short * 1.3 * intensity, ); - next.chest.ori = Quaternion::rotation_z(short * 0.4); + next.chest.ori = Quaternion::rotation_z(short * 0.4 * intensity); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1); - next.belt.ori = Quaternion::rotation_z(short * 0.30); + next.belt.ori = Quaternion::rotation_x(velocity.z * 0.01) + * Quaternion::rotation_z(short * 0.2 * intensity); next.belt.scale = Vec3::one(); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); @@ -96,39 +122,42 @@ impl Animation for SwimAnimation { next.back.scale = Vec3::one() * 1.02; next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); - next.shorts.ori = Quaternion::rotation_z(short * 0.5); + next.shorts.ori = Quaternion::rotation_x(velocity.z * 0.02) + * Quaternion::rotation_z(short * 0.3 * intensity); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.hand.0, - 1.5 + skeleton_attr.hand.1 - foot * 1.2, - 2.0 + skeleton_attr.hand.2 + foot * -3.0, + 1.5 + skeleton_attr.hand.1 - foot * 1.2 * intensity, + 2.0 + skeleton_attr.hand.2 + foot * -3.0 * intensity, ); - next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2); + next.l_hand.ori = + Quaternion::rotation_x(0.8 + foot * -0.6 * intensity) * Quaternion::rotation_y(0.2); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( skeleton_attr.hand.0, - 1.5 + skeleton_attr.hand.1 + foot * 1.2, - 2.0 + skeleton_attr.hand.2 + foot * 3.0, + 1.5 + skeleton_attr.hand.1 + foot * 1.2 * intensity, + 2.0 + skeleton_attr.hand.2 + foot * 3.0 * intensity, ); - next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2); + next.r_hand.ori = + Quaternion::rotation_x(0.8 + foot * 0.6 * intensity) * Quaternion::rotation_y(-0.2); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, - skeleton_attr.foot.1 + foot * 1.2, - -3.0 + skeleton_attr.foot.2 + foot * 3.5, + skeleton_attr.foot.1 + foothorir * 1.5 * intensity, + -15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity, ); - next.l_foot.ori = Quaternion::rotation_x(-1.1 + foot * 0.6); + next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, - skeleton_attr.foot.1 - foot * 1.2, - -3.0 + skeleton_attr.foot.2 + foot * -3.5, + skeleton_attr.foot.1 + foothorir * 1.5 * intensity, + -15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity, ); - next.r_foot.ori = Quaternion::rotation_x(-1.1 + foot * -0.6); + next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( @@ -136,7 +165,7 @@ impl Animation for SwimAnimation { skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); - next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15); + next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * intensity); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new( @@ -144,7 +173,7 @@ impl Animation for SwimAnimation { skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); - next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15); + next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * intensity); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 0.0, 10.0); @@ -194,9 +223,9 @@ impl Animation for SwimAnimation { next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.65; - next.torso.offset = Vec3::new(0.0, -1.2 + shortalt * -0.065, 0.4) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) - * Quaternion::rotation_z(tilt * 12.0); + next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(adjust + avg_vel.z * 0.12) + * Quaternion::rotation_z(tilt * 12.0 + short * 0.4 * intensity); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.scale = Vec3::one(); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 980433f024..68cb4cd7b6 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -636,6 +636,7 @@ impl FigureMgr { ori, state.last_ori, time, + state.avg_vel, ), state.state_time, &mut state_animation_rate, diff --git a/voxygen/src/session.rs b/voxygen/src/session.rs index 3c5f266164..d59c543277 100644 --- a/voxygen/src/session.rs +++ b/voxygen/src/session.rs @@ -322,8 +322,11 @@ impl PlayState for SessionState { Event::InputUpdate(GameInput::Jump, state) => { self.inputs.jump.set_state(state); }, - Event::InputUpdate(GameInput::Swim, state) => { - self.inputs.swim.set_state(state); + Event::InputUpdate(GameInput::SwimUp, state) => { + self.inputs.swimup.set_state(state); + }, + Event::InputUpdate(GameInput::SwimDown, state) => { + self.inputs.swimdown.set_state(state); }, Event::InputUpdate(GameInput::Sit, state) if state != self.key_state.toggle_sit => diff --git a/voxygen/src/settings.rs b/voxygen/src/settings.rs index 441108bdb7..4011998185 100644 --- a/voxygen/src/settings.rs +++ b/voxygen/src/settings.rs @@ -134,7 +134,8 @@ impl ControlSettings { GameInput::Glide => KeyMouse::Key(VirtualKeyCode::LShift), GameInput::Climb => KeyMouse::Key(VirtualKeyCode::Space), GameInput::ClimbDown => KeyMouse::Key(VirtualKeyCode::LControl), - GameInput::Swim => KeyMouse::Key(VirtualKeyCode::Space), + GameInput::SwimUp => KeyMouse::Key(VirtualKeyCode::Space), + GameInput::SwimDown => KeyMouse::Key(VirtualKeyCode::LShift), //GameInput::WallLeap => MIDDLE_CLICK_KEY, GameInput::ToggleLantern => KeyMouse::Key(VirtualKeyCode::G), GameInput::Mount => KeyMouse::Key(VirtualKeyCode::F), @@ -199,7 +200,8 @@ impl Default for ControlSettings { GameInput::Glide, GameInput::Climb, GameInput::ClimbDown, - GameInput::Swim, + GameInput::SwimUp, + GameInput::SwimDown, //GameInput::WallLeap, GameInput::ToggleLantern, GameInput::Mount, @@ -308,7 +310,8 @@ pub mod con_settings { pub glide: Button, pub climb: Button, pub climb_down: Button, - pub swim: Button, + pub swimup: Button, + pub swimdown: Button, //pub wall_leap: Button, pub toggle_lantern: Button, pub mount: Button, @@ -398,7 +401,8 @@ pub mod con_settings { glide: Button::Simple(GilButton::LeftTrigger), climb: Button::Simple(GilButton::South), climb_down: Button::Simple(GilButton::Unknown), - swim: Button::Simple(GilButton::South), + swimup: Button::Simple(GilButton::South), + swimdown: Button::Simple(GilButton::Unknown), //wall_leap: Button::Simple(GilButton::Unknown), toggle_lantern: Button::Simple(GilButton::East), mount: Button::Simple(GilButton::North), diff --git a/voxygen/src/window.rs b/voxygen/src/window.rs index b8bf69c08b..efa4702f4c 100644 --- a/voxygen/src/window.rs +++ b/voxygen/src/window.rs @@ -39,7 +39,8 @@ pub enum GameInput { Glide, Climb, ClimbDown, - Swim, + SwimUp, + SwimDown, //WallLeap, ToggleLantern, Mount, @@ -88,7 +89,8 @@ impl GameInput { GameInput::Glide => "gameinput.glide", GameInput::Climb => "gameinput.climb", GameInput::ClimbDown => "gameinput.climbdown", - GameInput::Swim => "gameinput.swim", + GameInput::SwimUp => "gameinput.swimup", + GameInput::SwimDown => "gameinput.swimdown", //GameInput::WallLeap => "gameinput.wallleap", GameInput::ToggleLantern => "gameinput.togglelantern", GameInput::Mount => "gameinput.mount", @@ -147,7 +149,8 @@ impl GameInput { GameInput::Glide, GameInput::Climb, GameInput::ClimbDown, - GameInput::Swim, + GameInput::SwimUp, + GameInput::SwimDown, GameInput::ToggleLantern, GameInput::Mount, GameInput::Enter, @@ -201,7 +204,7 @@ impl GameInput { match self { GameInput::Jump => GameInput::Jump, GameInput::Climb => GameInput::Jump, - GameInput::Swim => GameInput::Jump, + GameInput::SwimUp => GameInput::Jump, GameInput::Respawn => GameInput::Jump, GameInput::FreeLook => GameInput::FreeLook,