mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
slowed movement for block/attack, cleaned up code, made foot speed velocity dependent, tweaked blocking animation
This commit is contained in:
parent
b99bac87db
commit
78bf7a0997
@ -20,6 +20,8 @@ const HUMANOID_AIR_SPEED: f32 = 100.0;
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const ROLL_SPEED: f32 = 13.0;
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const GLIDE_ACCEL: f32 = 15.0;
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const GLIDE_SPEED: f32 = 45.0;
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const BLOCK_ACCEL: f32 = 30.0;
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const BLOCK_SPEED: f32 = 75.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
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const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
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@ -80,6 +82,21 @@ impl<'a> System<'a> for Sys {
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.try_normalized()
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.unwrap_or(Vec2::from(vel.0).try_normalized().unwrap_or_default())
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* ROLL_SPEED
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}
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if character.action.is_block() {
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vel.0 += Vec2::broadcast(dt.0)
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* controller.move_dir
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* match (physics.on_ground) {
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(true) if vel.0.magnitude_squared() < BLOCK_SPEED.powf(2.0) => BLOCK_ACCEL,
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_ => 0.0,
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}
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} else if character.action.is_attack() {
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vel.0 += Vec2::broadcast(dt.0)
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* controller.move_dir
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* match (physics.on_ground) {
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(true) if vel.0.magnitude_squared() < BLOCK_SPEED.powf(2.0) => BLOCK_ACCEL,
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_ => 0.0,
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}
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} else {
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// Move player according to move_dir
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vel.0 += Vec2::broadcast(dt.0)
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@ -107,23 +107,23 @@ impl Animation for BlockAnimation {
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next.weapon.scale = Vec3::one();
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}
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Tool::Hammer => {
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next.l_hand.offset = Vec3::new(-5.5, 9.0, 5.5);
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next.l_hand.offset = Vec3::new(-5.5, 10.0, 9.5);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(8.4, 9.3, 5.5);
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next.r_hand.offset = Vec3::new(8.4, 9.3, 7.5);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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7.0 + skeleton_attr.weapon_x,
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10.75 + skeleton_attr.weapon_y,
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5.5,
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7.5,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.weapon.scale = Vec3::one();
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}
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252
voxygen/src/anim/character/blockidle.rs
Normal file
252
voxygen/src/anim/character/blockidle.rs
Normal file
@ -0,0 +1,252 @@
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Tool;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct BlockIdleAnimation;
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impl Animation for BlockIdleAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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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 wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let _head_look = Vec2::new(
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((global_time + anim_time) as f32 / 1.5)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.3,
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((global_time + anim_time) as f32 / 1.5)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.15,
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);
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2,
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1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.5 + wave_ultra_slow * 0.2,
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);
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next.head.ori = Quaternion::rotation_x(-0.25);
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next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2);
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next.chest.ori =
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Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2);
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next.belt.ori =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.scale = Vec3::one() * 1.01;
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next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2);
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next.shorts.ori = Quaternion::rotation_x(0.1);
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next.shorts.scale = Vec3::one();
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match Tool::Hammer {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0 + wave_ultra_slow * 1.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Axe => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Hammer => {
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next.l_hand.offset = Vec3::new(-5.5, 10.0 + wave_ultra_slow * 2.0, 9.5);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(8.4, 9.3 + wave_ultra_slow * 2.0, 7.5);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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7.0 + skeleton_attr.weapon_x,
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10.75 + skeleton_attr.weapon_y + wave_ultra_slow * 2.0,
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7.5,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(0.5);
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next.weapon.scale = Vec3::one();
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}
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Tool::Staff => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::SwordShield => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Daggers => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
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next.l_foot.ori = Quaternion::rotation_x(-0.3);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1);
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next.r_foot.ori = Quaternion::rotation_x(0.3);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -7,9 +7,9 @@ use std::f32::consts::PI;
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use std::ops::Mul;
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use vek::*;
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pub struct CrunAnimation;
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pub struct WieldAnimation;
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impl Animation for CrunAnimation {
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impl Animation for WieldAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f64);
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@ -82,7 +82,7 @@ impl Animation for IdleAnimation {
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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|
@ -1,107 +0,0 @@
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use std::f32::consts::PI;
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use std::ops::Mul;
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use vek::*;
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pub struct LeanAnimation;
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impl Animation for LeanAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f64);
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fn update_skeleton(
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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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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
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let wave_cos_dub = (anim_time as f32 * 24.0).cos();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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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 / 2.0)
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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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-1.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
|
||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
|
||||
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
|
||||
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-7.5 + wave_cos_dub * 1.0,
|
||||
2.0 + wave_cos * 5.0,
|
||||
0.0 - wave * 1.5,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
7.5 - wave_cos_dub * 1.0,
|
||||
2.0 - wave_cos * 5.0,
|
||||
0.0 + wave * 1.5,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
next.weapon.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.weapon.ori =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
|
||||
next.weapon.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,29 +1,27 @@
|
||||
pub mod attack;
|
||||
pub mod block;
|
||||
pub mod blockidle;
|
||||
pub mod cidle;
|
||||
pub mod cjump;
|
||||
pub mod crun;
|
||||
pub mod gliding;
|
||||
pub mod idle;
|
||||
pub mod stand;
|
||||
pub mod jump;
|
||||
pub mod roll;
|
||||
pub mod run;
|
||||
pub mod lean;
|
||||
pub mod stand;
|
||||
pub mod wield;
|
||||
|
||||
// Reexports
|
||||
pub use self::attack::AttackAnimation;
|
||||
pub use self::block::BlockAnimation;
|
||||
pub use self::blockidle::BlockIdleAnimation;
|
||||
pub use self::cidle::CidleAnimation;
|
||||
pub use self::cjump::CjumpAnimation;
|
||||
pub use self::crun::CrunAnimation;
|
||||
pub use self::gliding::GlidingAnimation;
|
||||
pub use self::idle::IdleAnimation;
|
||||
pub use self::stand::StandAnimation;
|
||||
pub use self::jump::JumpAnimation;
|
||||
pub use self::roll::RollAnimation;
|
||||
pub use self::run::RunAnimation;
|
||||
pub use self::lean::LeanAnimation;
|
||||
pub use self::stand::StandAnimation;
|
||||
pub use self::wield::WieldAnimation;
|
||||
|
||||
use super::{Bone, Skeleton};
|
||||
use crate::render::FigureBoneData;
|
||||
|
@ -20,10 +20,11 @@ impl Animation for RunAnimation {
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave = (anim_time as f32 * 12.0).sin();
|
||||
let wave_cos = (anim_time as f32 * 12.0).cos();
|
||||
let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
|
||||
let wave_cos_dub = (anim_time as f32 * 24.0).cos();
|
||||
let wave = (anim_time as f32 * velocity * 1.2).sin();
|
||||
let wave_cos = (anim_time as f32 * velocity * 1.2).cos();
|
||||
|
||||
let wave_diff = (anim_time as f32 * velocity * 0.6).sin();
|
||||
let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos();
|
||||
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
@ -108,7 +109,6 @@ impl Animation for RunAnimation {
|
||||
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -75,7 +75,6 @@ impl Animation for StandAnimation {
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
|
||||
next.l_foot.ori = Quaternion::identity();
|
||||
next.l_foot.scale = Vec3::one();
|
||||
@ -108,7 +107,6 @@ impl Animation for StandAnimation {
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -3,59 +3,37 @@ use super::{
|
||||
CharacterSkeleton,
|
||||
};
|
||||
use common::comp::item::Tool;
|
||||
use std::f32::consts::PI;
|
||||
use vek::*;
|
||||
|
||||
pub struct CjumpAnimation;
|
||||
pub struct WieldAnimation;
|
||||
|
||||
impl Animation for CjumpAnimation {
|
||||
impl Animation for WieldAnimation {
|
||||
type Skeleton = CharacterSkeleton;
|
||||
type Dependency = f64;
|
||||
type Dependency = (f32, f64);
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
_global_time: f64,
|
||||
(_velocity, _global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave_slow = (anim_time as f32 * 7.0).sin();
|
||||
let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
0.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 15.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
|
||||
next.chest.ori = Quaternion::rotation_z(0.0);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
|
||||
next.belt.ori = Quaternion::rotation_z(0.0);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
|
||||
next.shorts.ori = Quaternion::rotation_z(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
let wave = (anim_time as f32 * 12.0).sin();
|
||||
|
||||
match Tool::Hammer {
|
||||
//TODO: Inventory
|
||||
Tool::Sword => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 3.25, 0.25 + wave_stop * 2.0);
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-7.0, 3.0, -2.0 + wave_stop * 2.0);
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.0 + skeleton_attr.weapon_y,
|
||||
0.0 + wave_stop * 2.0,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
@ -80,45 +58,41 @@ impl Animation for CjumpAnimation {
|
||||
next.weapon.scale = Vec3::one();
|
||||
}
|
||||
Tool::Hammer => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0 + wave_stop * 2.0);
|
||||
next.l_hand.offset = Vec3::new(-7.0, 8.25, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 7.0, -3.0 + wave_stop * 2.0);
|
||||
next.r_hand.offset = Vec3::new(7.0, 7.0, -1.5);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.75 + skeleton_attr.weapon_y,
|
||||
-2.5 + wave_stop * 2.0,
|
||||
-2.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.weapon.scale = Vec3::one();
|
||||
}
|
||||
Tool::Staff => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 7.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.7)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 6.25, 1.5);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.7)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.0 + skeleton_attr.weapon_y,
|
||||
1.0,
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.7)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
}
|
||||
Tool::SwordShield => {
|
||||
@ -174,30 +148,6 @@ impl Animation for CjumpAnimation {
|
||||
}
|
||||
}
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -747,13 +747,21 @@ impl FigureMgr {
|
||||
time_since_action_change,
|
||||
skeleton_attr,
|
||||
),
|
||||
(Stand, Block { .. }) => {
|
||||
anim::character::BlockIdleAnimation::update_skeleton(
|
||||
&target_base,
|
||||
time,
|
||||
time_since_action_change,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
(_, Attack { .. }) => anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
time,
|
||||
time_since_action_change,
|
||||
skeleton_attr,
|
||||
),
|
||||
(_, Wield { .. }) => anim::character::CrunAnimation::update_skeleton(
|
||||
(_, Wield { .. }) => anim::character::WieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(vel.0.magnitude(), time),
|
||||
time_since_action_change,
|
||||
|
Loading…
Reference in New Issue
Block a user