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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
fixed wield feet while jumping, tweaked charge anim
This commit is contained in:
parent
2b68adff51
commit
7692f1d354
@ -52,7 +52,7 @@ impl Animation for ChargeAnimation {
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0);
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next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9);
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next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
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@ -76,9 +76,9 @@ impl Animation for ChargeAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
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next.control.ori = Quaternion::rotation_x(0.0)
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next.control.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + slow * 0.2);
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* Quaternion::rotation_z(1.1 + slow * 0.2);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-1.4, foot * 3.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
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@ -21,10 +21,7 @@ impl Animation for EquipAnimation {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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@ -217,33 +214,6 @@ impl Animation for EquipAnimation {
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);
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if velocity > 0.5 {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.2)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.15);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -25,7 +25,7 @@ impl Animation for JumpAnimation {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0,
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skeleton_attr.neck_height + 13.0,
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);
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next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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@ -34,11 +34,11 @@ impl Animation for JumpAnimation {
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one() * 1.01;
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next.belt.offset = Vec3::new(0.0, 0.0, -1.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -4.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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@ -19,32 +19,32 @@ impl Animation for RunAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = speed;
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*rate = 1.0;
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let lab = 1.0;
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let long = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 0.8).sin());
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let shortalt = (((5.0)
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/ (1.5
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+ 3.5
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* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()).powf(2.0 as f32)))
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* ((anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin());
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* ((anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin());
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin();
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let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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@ -19,18 +19,9 @@ impl Animation for WieldAnimation {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave = (anim_time as f32 * 16.0).sin();
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match active_tool_kind {
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@ -49,9 +40,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
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next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
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* Quaternion::rotation_z(ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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@ -72,9 +63,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.1 + 0.2)
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next.control.ori = Quaternion::rotation_x(ultra_slow_cos * 0.1 + 0.2)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(wave_ultra_slow * 0.1 + 0.0);
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* Quaternion::rotation_z(ultra_slow * 0.1 + 0.0);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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@ -91,9 +82,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
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next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
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* Quaternion::rotation_z(ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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@ -112,9 +103,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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* Quaternion::rotation_z(ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Shield(_)) => {
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@ -152,9 +143,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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* Quaternion::rotation_z(ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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@ -199,47 +190,6 @@ impl Animation for WieldAnimation {
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}
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if velocity > 0.5 {
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 6.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 6.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.2)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.15);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -267,21 +217,20 @@ impl Animation for WieldAnimation {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
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skeleton_attr.neck_height + 14.0 + ultra_slow * 0.1,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset =
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Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
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next.chest.offset = Vec3::new(0.0 + slow_cos * 0.5, 0.0, 7.0 + ultra_slow * 0.5);
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next.chest.ori =
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Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
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Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori =
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Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
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Quaternion::rotation_y(ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
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next.belt.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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@ -289,11 +238,11 @@ impl Animation for WieldAnimation {
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next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
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next.l_foot.ori = Quaternion::rotation_x(ultra_slow_cos * 0.035 - 0.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
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next.r_foot.ori = Quaternion::rotation_x(ultra_slow * 0.035);
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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