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new models, shockwave anim
This commit is contained in:
parent
03b7320b4b
commit
789d93b52f
@ -2,10 +2,12 @@ pub mod alpha;
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pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod shockwave;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
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shockwave::ShockwaveAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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136
voxygen/src/anim/src/golem/shockwave.rs
Normal file
136
voxygen/src/anim/src/golem/shockwave.rs
Normal file
@ -0,0 +1,136 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use std::f32::consts::PI;
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pub struct ShockwaveAnimation;
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impl Animation for ShockwaveAnimation {
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type Dependency = (f32, f64);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shockwave")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let breathe = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
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let twist = anim_time as f32 * lab as f32 * 2.5;
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let slower = (((1.0)
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/ (0.00001
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+ 0.9999
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* ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin())
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+ 1.0;
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z((-twist * 2.0).max(-3.14)) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.position = Vec3::new(
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1 + slower * -3.0 + breathe * 1.0,
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) / 8.0;
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next.upper_torso.orientation =
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Quaternion::rotation_z((twist * 2.0).min(3.14)) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 8.0;
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next.lower_torso.position = Vec3::new(
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0.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1 + slower * 1.0,
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);
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next.lower_torso.orientation =
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Quaternion::rotation_z((-twist * 2.0).max(-3.14)) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
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next.shoulder_l.position = Vec3::new(
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-skeleton_attr.shoulder.0 - 2.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2 - slower * 1.0,
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);
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next.shoulder_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.6 + slower * -0.3);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.position = Vec3::new(
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skeleton_attr.shoulder.0 + 2.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2 - slower * 1.0,
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);
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next.shoulder_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(-0.6 + slower * 0.3);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.position = Vec3::new(
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-skeleton_attr.hand.0 - 1.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 - slower * 0.5 + breathe * -1.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(-0.6 + slower * 0.3);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.position = Vec3::new(
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skeleton_attr.hand.0 + 1.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 - slower * 0.5 + breathe * -1.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.6 + slower * -0.3);
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next.hand_r.scale = Vec3::one() * 1.02;
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if velocity < 0.5 {
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next.leg_l.position = Vec3::new(
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-skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2 + slower * -0.5,
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) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_l.scale = Vec3::one() * 1.02;
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next.leg_r.position = Vec3::new(
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skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2 + slower * -0.5,
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) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_r.scale = Vec3::one() * 1.02;
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2 + slower * 2.5 + breathe * -1.0,
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);
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next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_l.scale = Vec3::one();
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2 + slower * 2.5 + breathe * -1.0,
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);
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next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_r.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one();
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} else {
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}
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next
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}
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}
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@ -32,14 +32,12 @@ impl Animation for AlphaAnimation {
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.sqrt())
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* ((anim_time as f32 * 4.0 + PI * 0.5).sin());
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next.head.position =
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation =
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Quaternion::rotation_y(short * -0.2) * Quaternion::rotation_x(0.1 + short * 0.2);
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next.head.scale = Vec3::one();
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next.neck.position =
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Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.neck.scale = Vec3::one() * 1.02;
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@ -22,13 +22,11 @@ impl Animation for JumpAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.head.position =
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(0.4) * Quaternion::rotation_x(0.3);
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next.head.scale = Vec3::one();
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next.neck.position =
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Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.orientation = Quaternion::rotation_z(0.2) * Quaternion::rotation_x(0.3);
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next.neck.scale = Vec3::one() * 1.02;
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@ -90,7 +90,6 @@ pub struct SkeletonAttr {
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feet_b: (f32, f32, f32),
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scaler: f32,
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startangle: f32,
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maximize: f32,
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tempo: f32,
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spring: f32,
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}
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@ -122,7 +121,6 @@ impl Default for SkeletonAttr {
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feet_b: (0.0, 0.0, 0.0),
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scaler: 0.0,
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startangle: 0.0,
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maximize: 0.0,
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tempo: 0.0,
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spring: 0.0,
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}
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@ -301,7 +299,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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},
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scaler: match (body.species, body.body_type) {
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(Grolgar, _) => (1.3),
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(Saber, _) => (0.9),
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(Saber, _) => (1.1),
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(Tuskram, _) => (1.2),
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(Lion, _) => (1.3),
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(Tarasque, _) => (1.3),
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@ -320,31 +318,16 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Saber, _) => (-0.2),
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(Tuskram, _) => (0.3),
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(Lion, _) => (0.2),
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(Tarasque, _) => (0.2),
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(Tarasque, _) => (-0.5),
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(Tiger, _) => (0.0),
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(Wolf, _) => (0.0),
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(Frostfang, _) => (0.0),
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(Mouflon, _) => (0.0),
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(Catoblepas, _) => (0.2),
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(Bonerattler, _) => (0.2),
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(Bonerattler, _) => (-0.7),
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(Deer, _) => (0.0),
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(Hirdrassil, _) => (0.0),
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},
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maximize: match (body.species, body.body_type) {
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(Grolgar, _) => (2.0),
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(Saber, _) => (1.5),
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(Tuskram, _) => (1.0),
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(Lion, _) => (1.1),
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(Tarasque, _) => (1.8),
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(Tiger, _) => (1.8),
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(Wolf, _) => (1.0),
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(Frostfang, _) => (1.2),
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(Mouflon, _) => (1.1),
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(Catoblepas, _) => (0.0),
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(Bonerattler, _) => (0.8),
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(Deer, _) => (1.1),
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(Hirdrassil, _) => (1.1),
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},
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tempo: match (body.species, body.body_type) {
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(Grolgar, _) => (0.95),
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(Saber, _) => (1.1),
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@ -99,8 +99,7 @@ impl Animation for RunAnimation {
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
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//Gallop
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next.head.position =
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_x(
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look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * -0.03 - 0.1,
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) * Quaternion::rotation_z(
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@ -108,8 +107,7 @@ impl Animation for RunAnimation {
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) * Quaternion::rotation_y(tilt * 0.8);
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next.head.scale = Vec3::one();
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next.neck.position =
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Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
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next.neck.orientation = Quaternion::rotation_z(tilt * -0.8)
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* Quaternion::rotation_x(amplitude * short * -0.05)
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* Quaternion::rotation_y(tilt * 0.3);
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@ -25,7 +25,7 @@ impl Animation for IdleAnimation {
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let slow = (anim_time as f32 * 3.5).sin();
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let slow_alt = (anim_time as f32 * 3.5 + PI).sin();
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let slow_alt = (anim_time as f32 * 3.5 + PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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@ -114,12 +114,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Rabbit, _) => (4.0, 3.0),
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(Truffler, _) => (7.5, -9.0),
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(Frog, _) => (4.0, 2.0),
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(Rat, _) => (6.0, -2.0),
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(Axolotl, _) => (7.0, 1.0),
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(Gecko, _) => (7.5, 2.0),
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(Turtle, _) => (4.0, 3.0),
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(Squirrel, _) => (7.5, -9.0),
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(Fungome, _) => (4.0, 2.0),
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(Rat, _) => (5.0, -1.0),
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(Axolotl, _) => (3.0, 2.0),
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(Gecko, _) => (4.0, 2.0),
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(Turtle, _) => (5.0, -2.0),
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(Squirrel, _) => (3.5, 1.0),
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(Fungome, _) => (1.5, -1.5),
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(Porcupine, _) => (6.0, 1.0),
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(Beaver, _) => (5.5, 0.0),
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},
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@ -140,12 +140,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Rabbit, _) => (-2.0, 6.0),
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(Truffler, _) => (-2.0, 16.0),
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(Frog, _) => (-2.0, 4.5),
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(Rat, _) => (6.0, -2.0),
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(Axolotl, _) => (7.0, 1.0),
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(Gecko, _) => (7.5, 2.0),
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(Turtle, _) => (4.0, 3.0),
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(Squirrel, _) => (7.5, -9.0),
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(Fungome, _) => (4.0, 2.0),
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(Rat, _) => (6.0, 5.0),
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(Axolotl, _) => (3.0, 5.0),
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(Gecko, _) => (7.5, 3.0),
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(Turtle, _) => (1.0, 6.0),
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(Squirrel, _) => (4.0, 5.0),
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(Fungome, _) => (4.0, 4.0),
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(Porcupine, _) => (2.0, 11.0),
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(Beaver, _) => (2.0, 6.0),
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},
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@ -166,12 +166,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Rabbit, _) => (3.0, 3.0, -3.0),
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(Truffler, _) => (2.5, 5.0, -9.0),
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(Frog, _) => (4.5, 6.5, 0.0),
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(Rat, _) => (6.0, -2.0, 0.0),
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(Axolotl, _) => (7.0, 1.0, 0.0),
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(Gecko, _) => (7.5, 2.0, 0.0),
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(Turtle, _) => (4.0, 3.0, 0.0),
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(Squirrel, _) => (7.5, -9.0, 0.0),
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(Fungome, _) => (4.0, 2.0, 0.0),
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(Rat, _) => (5.0, 2.5, -1.0),
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(Axolotl, _) => (2.0, 2.0, -2.0),
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(Gecko, _) => (2.0, 4.0, 0.0),
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(Turtle, _) => (5.0, 4.0, -2.0),
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(Squirrel, _) => (3.5, 3.0, -1.0),
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(Fungome, _) => (3.0, 2.0, -1.0),
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(Porcupine, _) => (4.0, 6.5, -9.0),
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(Beaver, _) => (4.5, 4.5, -4.0),
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},
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@ -192,12 +192,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Rabbit, _) => (3.5, -2.0, -1.0),
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(Truffler, _) => (3.0, -5.0, -9.5),
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(Frog, _) => (5.0, -3.5, 0.0),
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(Rat, _) => (6.0, -2.0, 0.0),
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(Axolotl, _) => (7.0, 1.0, 0.0),
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(Gecko, _) => (7.5, 2.0, 0.0),
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(Turtle, _) => (4.0, 3.0, 0.0),
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(Squirrel, _) => (7.5, -9.0, 0.0),
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(Fungome, _) => (4.0, 2.0, 0.0),
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(Rat, _) => (5.0, -2.0, 1.0),
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(Axolotl, _) => (2.0, -3.0, -2.0),
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(Gecko, _) => (1.5, -1.0, 0.0),
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(Turtle, _) => (5.5, -2.5, -2.0),
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(Squirrel, _) => (3.5, -3.0, 0.0),
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(Fungome, _) => (3.0, -3.5, -1.0),
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(Porcupine, _) => (4.5, -1.0, -8.0),
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(Beaver, _) => (4.0, -2.5, -3.0),
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},
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@ -218,12 +218,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Rabbit, _) => (-4.0, -0.0),
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(Truffler, _) => (0.0, 0.0),
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(Frog, _) => (0.0, -0.0),
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(Rat, _) => (6.0, -2.0),
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(Axolotl, _) => (7.0, 1.0),
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(Gecko, _) => (7.5, 2.0),
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(Turtle, _) => (4.0, 3.0),
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(Squirrel, _) => (7.5, -9.0),
|
||||
(Fungome, _) => (4.0, 2.0),
|
||||
(Rat, _) => (-1.0, 2.0),
|
||||
(Axolotl, _) => (-4.0, -1.0),
|
||||
(Gecko, _) => (-4.0, 0.0),
|
||||
(Turtle, _) => (-6.0, -2.0),
|
||||
(Squirrel, _) => (-5.0, 0.0),
|
||||
(Fungome, _) => (-4.0, -2.0),
|
||||
(Porcupine, _) => (-6.0, 1.0),
|
||||
(Beaver, _) => (-6.5, -1.0),
|
||||
},
|
||||
@ -244,12 +244,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (0.7),
|
||||
(Truffler, _) => (1.0),
|
||||
(Frog, _) => (0.7),
|
||||
(Rat, _) => (6.0),
|
||||
(Axolotl, _) => (7.0),
|
||||
(Gecko, _) => (7.5),
|
||||
(Turtle, _) => (4.0),
|
||||
(Squirrel, _) => (7.5),
|
||||
(Fungome, _) => (4.0),
|
||||
(Rat, _) => (0.65),
|
||||
(Axolotl, _) => (0.65),
|
||||
(Gecko, _) => (0.7),
|
||||
(Turtle, _) => (0.9),
|
||||
(Squirrel, _) => (0.7),
|
||||
(Fungome, _) => (0.9),
|
||||
(Porcupine, _) => (1.0),
|
||||
(Beaver, _) => (1.0),
|
||||
},
|
||||
@ -270,12 +270,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (1.15),
|
||||
(Truffler, _) => (1.0),
|
||||
(Frog, _) => (1.15),
|
||||
(Rat, _) => (6.0),
|
||||
(Axolotl, _) => (7.0),
|
||||
(Gecko, _) => (7.5),
|
||||
(Turtle, _) => (4.0),
|
||||
(Squirrel, _) => (7.5),
|
||||
(Fungome, _) => (4.0),
|
||||
(Rat, _) => (1.0),
|
||||
(Axolotl, _) => (1.2),
|
||||
(Gecko, _) => (1.1),
|
||||
(Turtle, _) => (0.9),
|
||||
(Squirrel, _) => (1.15),
|
||||
(Fungome, _) => (1.0),
|
||||
(Porcupine, _) => (1.2),
|
||||
(Beaver, _) => (1.2),
|
||||
},
|
||||
@ -296,12 +296,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (1.3),
|
||||
(Truffler, _) => (1.0),
|
||||
(Frog, _) => (1.3),
|
||||
(Rat, _) => (0.1),
|
||||
(Axolotl, _) => (0.1),
|
||||
(Gecko, _) => (0.1),
|
||||
(Turtle, _) => (0.1),
|
||||
(Squirrel, _) => (0.1),
|
||||
(Fungome, _) => (0.1),
|
||||
(Rat, _) => (1.0),
|
||||
(Axolotl, _) => (0.9),
|
||||
(Gecko, _) => (1.0),
|
||||
(Turtle, _) => (0.8),
|
||||
(Squirrel, _) => (1.0),
|
||||
(Fungome, _) => (0.7),
|
||||
(Porcupine, _) => (1.0),
|
||||
(Beaver, _) => (1.0),
|
||||
},
|
||||
@ -322,12 +322,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (0.8),
|
||||
(Truffler, _) => (1.0),
|
||||
(Frog, _) => (0.8),
|
||||
(Rat, _) => (0.1),
|
||||
(Axolotl, _) => (0.1),
|
||||
(Gecko, _) => (0.1),
|
||||
(Turtle, _) => (0.1),
|
||||
(Squirrel, _) => (0.1),
|
||||
(Fungome, _) => (0.1),
|
||||
(Rat, _) => (1.0),
|
||||
(Axolotl, _) => (1.0),
|
||||
(Gecko, _) => (1.0),
|
||||
(Turtle, _) => (0.8),
|
||||
(Squirrel, _) => (1.0),
|
||||
(Fungome, _) => (0.4),
|
||||
(Porcupine, _) => (0.9),
|
||||
(Beaver, _) => (0.9),
|
||||
},
|
||||
@ -348,12 +348,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (2.5),
|
||||
(Truffler, _) => (0.8),
|
||||
(Frog, _) => (2.5),
|
||||
(Rat, _) => (0.1),
|
||||
(Axolotl, _) => (0.1),
|
||||
(Gecko, _) => (0.1),
|
||||
(Turtle, _) => (0.1),
|
||||
(Squirrel, _) => (0.1),
|
||||
(Fungome, _) => (0.1),
|
||||
(Rat, _) => (1.0),
|
||||
(Axolotl, _) => (0.8),
|
||||
(Gecko, _) => (1.0),
|
||||
(Turtle, _) => (0.7),
|
||||
(Squirrel, _) => (1.0),
|
||||
(Fungome, _) => (0.8),
|
||||
(Porcupine, _) => (1.3),
|
||||
(Beaver, _) => (1.3),
|
||||
},
|
||||
@ -374,12 +374,12 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Rabbit, _) => (1.2),
|
||||
(Truffler, _) => (0.6),
|
||||
(Frog, _) => (0.7),
|
||||
(Rat, _) => (0.1),
|
||||
(Axolotl, _) => (0.1),
|
||||
(Gecko, _) => (0.1),
|
||||
(Turtle, _) => (0.1),
|
||||
(Squirrel, _) => (0.1),
|
||||
(Fungome, _) => (0.1),
|
||||
(Rat, _) => (1.0),
|
||||
(Axolotl, _) => (0.8),
|
||||
(Gecko, _) => (1.0),
|
||||
(Turtle, _) => (0.7),
|
||||
(Squirrel, _) => (1.0),
|
||||
(Fungome, _) => (0.7),
|
||||
(Porcupine, _) => (1.0),
|
||||
(Beaver, _) => (1.0),
|
||||
},
|
||||
|
@ -72,11 +72,11 @@ impl Animation for RunAnimation {
|
||||
|
||||
next.leg_fl.position = Vec3::new(
|
||||
-skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1 + footverttf * 3.0 * skeleton_attr.maximize,
|
||||
skeleton_attr.feet_f.1 + footverttf * 3.0 * skeleton_attr.minimize,
|
||||
skeleton_attr.feet_f.2 + ((footvertf * -1.5).max(-1.0)),
|
||||
);
|
||||
next.leg_fl.orientation =
|
||||
Quaternion::rotation_x(0.2 + skeleton_attr.minimize * footverttf * 0.65)
|
||||
Quaternion::rotation_x(0.2 + skeleton_attr.maximize * footverttf * 0.65)
|
||||
* Quaternion::rotation_z(tilt * -0.5)
|
||||
* Quaternion::rotation_y(tilt * 1.5);
|
||||
next.leg_fl.scale = Vec3::one() * 1.02;
|
||||
|
@ -1,7 +1,7 @@
|
||||
use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
|
||||
//use std::{f32::consts::PI, ops::Mul};
|
||||
use super::super::vek::*;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use std::ops::Mul;
|
||||
|
||||
pub struct IdleAnimation;
|
||||
|
||||
@ -23,13 +23,26 @@ impl Animation for IdleAnimation {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let breathe = (anim_time as f32 * 0.8).sin();
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.5,
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + breathe * 0.3,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_x(breathe * 0.1 - 0.1);
|
||||
next.head.orientation = Quaternion::rotation_x(head_look.y + breathe * 0.1 - 0.1)
|
||||
* Quaternion::rotation_z(head_look.x);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
|
||||
|
@ -32,7 +32,6 @@ impl Animation for RunAnimation {
|
||||
|
||||
let canceler = speed / topspeed;
|
||||
let lab = 0.5; //6
|
||||
let amplitude = (speed / topspeed).max(0.25);
|
||||
let amplitude2 = (speed * 1.4 / topspeed).max(0.6);
|
||||
let amplitude3 = (speed / topspeed).max(0.35);
|
||||
let speedmult = if speed > 0.0 {
|
||||
|
@ -1210,7 +1210,7 @@ impl FigureMgr {
|
||||
let target_base = match (
|
||||
physics.on_ground,
|
||||
vel.0.magnitude_squared() > 0.25, // Moving
|
||||
physics.in_fluid.is_some(), // In water
|
||||
physics.in_fluid.is_some(), // In water
|
||||
) {
|
||||
// Standing
|
||||
(true, false, false) => {
|
||||
|
Loading…
Reference in New Issue
Block a user