climb fix, const tweak update, trying equip anims

This commit is contained in:
jshipsey 2020-03-24 00:24:31 -04:00
parent 7f30ec3d55
commit 7a4f0fa9ac
8 changed files with 541 additions and 24 deletions

View File

@ -68,7 +68,7 @@ bincode = "1.2"
deunicode = "1.0"
uvth = "3.1.1"
authc = { git = "https://gitlab.com/veloren/auth.git", rev = "65571ade0d954a0e0bd995fdb314854ff146ab97" }
const-tweaker = { version = "0.2.1", optional = true }
const-tweaker = { version = "0.2.4", optional = true }
[target.'cfg(target_os = "macos")'.dependencies]
dispatch = "0.1.4"

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@ -52,7 +52,7 @@ impl Animation for AttackAnimation {
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
0.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(slow * 0.08)
@ -102,7 +102,7 @@ impl Animation for AttackAnimation {
Some(ToolKind::Axe(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + slowax * 2.0,
-2.0 + skeleton_attr.neck_forward + slowax * -2.0,
0.0 + skeleton_attr.neck_forward + slowax * -2.0,
skeleton_attr.neck_height + 13.0,
);
next.head.ori = Quaternion::rotation_z(slowax * 0.25)
@ -160,7 +160,7 @@ impl Animation for AttackAnimation {
next.main.scale = Vec3::one();
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + slower * 3.0,
-2.0 + skeleton_attr.neck_forward + slower * -3.0,
0.0 + skeleton_attr.neck_forward + slower * -3.0,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_z(slower * 0.25)
@ -191,7 +191,7 @@ impl Animation for AttackAnimation {
Some(ToolKind::Staff(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
0.0 + skeleton_attr.neck_forward + decel * 0.8,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(decel * 0.25)
@ -237,7 +237,7 @@ impl Animation for AttackAnimation {
Some(ToolKind::Shield(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
0.0 + skeleton_attr.neck_forward + decel * 0.8,
skeleton_attr.neck_height + 21.0,
);
next.head.ori = Quaternion::rotation_z(decel * 0.25)
@ -289,7 +289,7 @@ impl Animation for AttackAnimation {
Some(ToolKind::Bow(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
0.0 + skeleton_attr.neck_forward + decel * 0.8,
skeleton_attr.neck_height + 21.0,
);
next.head.ori = Quaternion::rotation_z(decel * -0.25)

View File

@ -35,8 +35,8 @@ impl Animation for ClimbAnimation {
next.head.offset = Vec3::new(
0.0,
-1.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 11.5 + wave_cos * 1.3,
-4.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.50 + wave_cos * 0.2,
);
next.head.ori = Quaternion::rotation_z(wave * 0.1)
* Quaternion::rotation_x(0.6)
@ -49,12 +49,12 @@ impl Animation for ClimbAnimation {
* Quaternion::rotation_y(wave_test * -0.12);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -3.5 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0);
next.belt.offset = Vec3::new(0.0, 1.0, -2.0);
next.belt.ori = Quaternion::rotation_z(wave_test * 0.0) * Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 1.0, -6.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25)
next.shorts.offset = Vec3::new(0.0, 1.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(wave_test * 0.0)
* Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(wave_test * 0.10);
next.shorts.scale = Vec3::one();

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@ -0,0 +1,254 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct EquipAnimation;
impl Animation for EquipAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let long = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 0.8).sin());
let equip_slow = 1.0 + (anim_time as f32 * 1.2 + PI).cos();
let equip_slowa = 1.0 + (anim_time as f32 * 1.2 + PI / 4.0).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave = (anim_time as f32 * 1.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(2.5)
* Quaternion::rotation_z(1.57);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
next.main.ori = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.8);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
next.l_hand.offset = Vec3::new(-7.0 + 9.0, 4.6 + 1.5, 7.5 - 1.6);
next.l_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.32);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(1.35 + 2.5)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
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(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
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(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
_ => {},
}
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 6.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.2,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2)
* 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, 9.0 + short * 1.1);
next.chest.ori = Quaternion::rotation_z(short * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(short * 0.15);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
next.shorts.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}

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@ -0,0 +1,252 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleEquipAnimation;
impl Animation for IdleEquipAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let _lab = 1.0;
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let equip_slow = 1.0 + (anim_time as f32 * 10.0 + PI).cos();
let equip_slowa = 1.0 + (anim_time as f32 * 10.0 + PI / 4.0).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave = (anim_time as f32 * 1.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(2.5)
* Quaternion::rotation_z(1.57);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
next.main.ori = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.8);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
next.l_hand.offset = Vec3::new(-7.0 + 9.0, 4.6 + 1.5, 7.5 - 1.6);
next.l_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.32);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(1.35 + 2.5)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
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(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
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(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
_ => {},
}
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
next.chest.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori =
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
next.belt.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}

View File

@ -4,8 +4,10 @@ pub mod blockidle;
pub mod charge;
pub mod cidle;
pub mod climb;
pub mod equip;
pub mod gliding;
pub mod idle;
pub mod idleequip;
pub mod idlewield;
pub mod jump;
pub mod roll;
@ -20,11 +22,11 @@ pub mod wield;
// Reexports
pub use self::{
attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
charge::ChargeAnimation, cidle::CidleAnimation, climb::ClimbAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, idlewield::IdleWieldAnimation,
jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
wield::WieldAnimation,
charge::ChargeAnimation, cidle::CidleAnimation, climb::ClimbAnimation, equip::EquipAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, idleequip::IdleEquipAnimation,
idlewield::IdleWieldAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation,
shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation,
swim::SwimAnimation, wield::WieldAnimation,
};
use super::{Bone, Skeleton};

View File

@ -46,12 +46,12 @@ impl Animation for StandAnimation {
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
next.chest.scale = Vec3::one() * 1.01;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + slow * 0.3); //5
next.belt.ori = Quaternion::rotation_z(head_look.x * 0.4);
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); //5
next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
next.belt.scale = Vec3::one() + breathe * 0.05;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + slow * 0.3); //2
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); //2
next.shorts.ori = Quaternion::rotation_x(head_look.x * -0.2);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5);

View File

@ -488,6 +488,15 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::CastFireball(_) => {
anim::character::ShootAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::Boost(_) => {
anim::character::AttackAnimation::update_skeleton(
&target_base,
@ -566,7 +575,7 @@ impl FigureMgr {
}*/
CharacterState::Equipping { .. } => {
if vel.0.magnitude_squared() > 0.5 {
anim::character::WieldAnimation::update_skeleton(
anim::character::EquipAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
@ -574,7 +583,7 @@ impl FigureMgr {
skeleton_attr,
)
} else {
anim::character::IdleWieldAnimation::update_skeleton(
anim::character::IdleEquipAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,