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Cleanup
This commit is contained in:
parent
6171a1c01c
commit
7f94028653
@ -17,19 +17,19 @@
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lateral: ("npc.reddragon.male.wing_out_r"),
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),
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foot_fl: (
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offset: (-6.5, -4.0, -1.5),
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offset: (-5.5, -4.0, -1.5),
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lateral: ("npc.reddragon.male.foot_fl"),
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),
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foot_fr: (
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offset: (-6.5, -4.0, -1.5),
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offset: (-5.5, -4.0, -1.5),
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lateral: ("npc.reddragon.male.foot_fr"),
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),
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foot_bl: (
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offset: (-6.5, -4.0, -3.0),
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offset: (-5.5, -4.0, -3.0),
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lateral: ("npc.reddragon.male.foot_bl"),
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),
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foot_br: (
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offset: (-6.5, -4.0, -3.0),
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offset: (-5.5, -4.0, -3.0),
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lateral: ("npc.reddragon.male.foot_br"),
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)
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),
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@ -51,19 +51,19 @@
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lateral: ("npc.reddragon.female.wing_out_r"),
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),
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foot_fl: (
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offset: (-6.5, -4.0, -1.5),
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offset: (-5.5, -4.0, -1.5),
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lateral: ("npc.reddragon.female.foot_fl"),
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),
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foot_fr: (
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offset: (-6.5, -4.0, -1.5),
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offset: (-5.5, -4.0, -1.5),
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lateral: ("npc.reddragon.female.foot_fr"),
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),
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foot_bl: (
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offset: (-6.5, -4.0, -3.0),
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offset: (-5.5, -4.0, -3.0),
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lateral: ("npc.reddragon.female.foot_bl"),
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),
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foot_br: (
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offset: (-6.5, -4.0, -3.0),
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offset: (-5.5, -4.0, -3.0),
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lateral: ("npc.reddragon.female.foot_br"),
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)
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),
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@ -1,25 +1,16 @@
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use super::{super::Animation, DragonSkeleton, SkeletonAttr};
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use std::{f32::consts::PI, ops::Mul};
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use std::f32::consts::PI;
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use vek::*;
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pub struct FlyAnimation;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const TEST_1: f32 = 0.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const TEST_2: f32 = 0.0;
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#[const_tweaker::tweak(min = -1.0, max = 1.0, step = 0.01)]
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const TEST_3: f32 = 0.0;
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#[const_tweaker::tweak(min = -1.0, max = 1.0, step = 0.01)]
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const TEST_4: f32 = 0.0;
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impl Animation for FlyAnimation {
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type Dependency = (f32, f64);
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type Skeleton = DragonSkeleton;
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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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_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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@ -30,49 +21,18 @@ impl Animation for FlyAnimation {
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave_slow = (anim_time as f32 * 4.5).sin();
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let wave_slow_cos = (anim_time as f32 * 4.5).cos();
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//let wave_slow = (anim_time as f32 * 4.5).sin();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wingl = (anim_time as f32 * 2.0 + PI).sin();
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let wingr = (anim_time as f32 * 2.0).sin();
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let vertlf = (anim_time as f32 * lab as f32 + PI * 1.8).sin().max(0.15);
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let vertrfoffset = (anim_time as f32 * lab as f32 + PI * 0.80).sin().max(0.15);
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let vertlboffset = (anim_time as f32 * lab as f32).sin().max(0.15);
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let vertrb = (anim_time as f32 * lab as f32 + PI).sin().max(0.15);
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let horilf = (anim_time as f32 * lab as f32 + PI * 1.2).sin();
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let horirfoffset = (anim_time as f32 * lab as f32 + PI * 0.20).sin();
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let horilboffset = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
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let horirb = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
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let vertchest = (anim_time as f32 * lab as f32 + PI * 0.3).sin().max(0.2);
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let horichest = (anim_time as f32 * lab as f32 + PI * 0.8).sin();
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let verthead = (anim_time as f32 * lab as f32 + PI * 0.3).sin();
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let footl = (anim_time as f32 * lab as f32 + PI).sin();
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let footr = (anim_time as f32 * lab as f32).sin();
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let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
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let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
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let wolf_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.25,
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.125,
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);
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wave_stop = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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next.head_upper.offset = Vec3::new(
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0.0,
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skeleton_attr.head_upper.0,
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@ -144,7 +104,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2,
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) * 1.05;
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next.foot_fr.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_fr.ori = Quaternion::rotation_x(-1.3 + footr * 0.06);
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next.foot_fr.scale = Vec3::one() * 1.05;
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next.foot_bl.offset = Vec3::new(
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@ -160,7 +120,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2,
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) * 1.05;
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next.foot_br.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_br.ori = Quaternion::rotation_x(-1.3 + footr * 0.06);
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next.foot_br.scale = Vec3::one() * 1.05;
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next.wing_in_l.offset = Vec3::new(
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@ -168,7 +128,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_l.ori = Quaternion::rotation_y((0.15 + wingl * 0.6).max(0.2));
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next.wing_in_l.ori = Quaternion::rotation_y(0.4 + wingl * 0.6);
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next.wing_in_l.scale = Vec3::one() * 1.05;
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next.wing_in_r.offset = Vec3::new(
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@ -176,7 +136,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_r.ori = Quaternion::rotation_y((-0.15 + wingr * 0.6).min(0.2));
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next.wing_in_r.ori = Quaternion::rotation_y(-0.4 + wingr * 0.6);
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next.wing_in_r.scale = Vec3::one() * 1.05;
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next.wing_out_l.offset = Vec3::new(
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@ -184,7 +144,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_l.ori = Quaternion::rotation_y((0.35 + wingl * 0.6).max(0.0));
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next.wing_out_l.ori = Quaternion::rotation_y((0.35 + wingl * 0.6).max(0.2));
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next.wing_out_l.scale = Vec3::one() * 1.05;
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next.wing_out_r.offset = Vec3::new(
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@ -192,7 +152,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_r.ori = Quaternion::rotation_y((-0.35 + wingr * 0.6).min(0.0));
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next.wing_out_r.ori = Quaternion::rotation_y((-0.35 + wingr * 0.6).min(-0.2));
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next.wing_out_r.scale = Vec3::one() * 1.05;
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next
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@ -1,18 +1,9 @@
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use super::{super::Animation, DragonSkeleton, SkeletonAttr};
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use std::{f32::consts::PI, ops::Mul};
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use std::ops::Mul;
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use vek::*;
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pub struct IdleAnimation;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const TEST_R: f32 = 2.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const TEST_L: f32 = -2.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const OFF1: f32 = -1.4;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.1)]
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const OFF2: f32 = -1.4;
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impl Animation for IdleAnimation {
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type Dependency = f64;
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type Skeleton = DragonSkeleton;
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@ -30,7 +21,7 @@ impl Animation for IdleAnimation {
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let wave_slow = (anim_time as f32 * 2.5).sin();
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let wave_slow_cos = (anim_time as f32 * 4.5).cos();
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let look = Vec2::new(
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let dragon_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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@ -49,7 +40,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.head_upper.1 + ultra_slow * 0.20,
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) * 1.05;
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next.head_upper.ori =
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Quaternion::rotation_z(0.8 * look.x) * Quaternion::rotation_x(0.8 * look.y);
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Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y);
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next.head_upper.scale = Vec3::one() * 1.05;
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next.head_lower.offset = Vec3::new(
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@ -58,7 +49,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.head_lower.1 + ultra_slow * 0.20,
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) * 1.05;
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next.head_lower.ori =
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Quaternion::rotation_z(0.8 * look.x) * Quaternion::rotation_x(0.8 * look.y);
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Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y);
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next.head_lower.scale = Vec3::one() * 1.05;
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next.jaw.offset = Vec3::new(
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@ -112,7 +103,7 @@ impl Animation for IdleAnimation {
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next.wing_out_l.offset = Vec3::new(
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-skeleton_attr.wing_out.0,
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2 + *OFF1,
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skeleton_attr.wing_out.2 - 1.4,
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);
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next.wing_out_l.ori = Quaternion::rotation_y(-0.3);//2.0
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next.wing_out_l.scale = Vec3::one() * 1.05;
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@ -120,7 +111,7 @@ impl Animation for IdleAnimation {
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next.wing_out_r.offset = Vec3::new(
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skeleton_attr.wing_out.0,
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2 + *OFF2,
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skeleton_attr.wing_out.2 - 1.4,
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);
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next.wing_out_r.ori = Quaternion::rotation_y(0.3);
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next.wing_out_r.scale = Vec3::one() * 1.05;
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@ -7,6 +7,7 @@ pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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<<<<<<< HEAD
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use common::comp::{self};
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use vek::Vec3;
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@ -62,6 +63,9 @@ const FEET_B_X: f32 = 6.0;
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const FEET_B_Y: f32 = -15.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const FEET_B_Z: f32 = 3.0;
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=======
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use common::comp::{self};
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>>>>>>> Cleanup
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#[derive(Clone, Default)]
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pub struct DragonSkeleton {
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@ -217,37 +221,37 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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use comp::dragon::Species::*;
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Self {
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head_upper: match (body.species, body.body_type) {
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(Reddragon, _) => (*HEAD_UPPER_X, *HEAD_UPPER_Z),
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(Reddragon, _) => (2.5, 4.5),
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},
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head_lower: match (body.species, body.body_type) {
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(Reddragon, _) => (*HEAD_LOWER_X, *HEAD_LOWER_Z),
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(Reddragon, _) => (7.5, 3.5),
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},
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jaw: match (body.species, body.body_type) {
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(Reddragon, _) => (*JAW_X, *JAW_Z),
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(Reddragon, _) => (7.0, -5.0),
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},
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chest_front: match (body.species, body.body_type) {
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(Reddragon, _) => (*CHEST_F_X, *CHEST_F_Z),
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(Reddragon, _) => (0.0, 14.0),
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},
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chest_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (*CHEST_R_X, *CHEST_R_Z),
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(Reddragon, _) => (-12.5, 0.0),
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},
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tail_front: match (body.species, body.body_type) {
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(Reddragon, _) => (*TAIL_F_X, *TAIL_F_Z),
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(Reddragon, _) => (-12.5, 1.5),
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},
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tail_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (*TAIL_R_X, *TAIL_R_Z),
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(Reddragon, _) => (-14.0, 0.0),
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},
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wing_in: match (body.species, body.body_type) {
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(Reddragon, _) => (*WING_IN_X, *WING_IN_Y, *WING_IN_Z),
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(Reddragon, _) => (2.5, -16.5, 0.0),
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},
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wing_out: match (body.species, body.body_type) {
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(Reddragon, _) => (*WING_OUT_X, *WING_OUT_Y, *WING_OUT_Z),
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(Reddragon, _) => (23.0, 0.5, 4.0),
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},
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feet_f: match (body.species, body.body_type) {
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(Reddragon, _) => (*FEET_F_X, *FEET_F_Y, *FEET_F_Z),
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(Reddragon, _) => (6.0, 0.0, 1.5),
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},
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feet_b: match (body.species, body.body_type) {
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(Reddragon, _) => (*FEET_B_X, *FEET_B_Y, *FEET_B_Z),
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(Reddragon, _) => (6.0, -15.0, 3.0),
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},
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height: match (body.species, body.body_type) {
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(Reddragon, _) => (1.0),
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|
@ -19,10 +19,8 @@ impl Animation for RunAnimation {
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let lab = 14;
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave_slow = (anim_time as f32 * 4.5).sin();
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let wave_slow_cos = (anim_time as f32 * 4.5).cos();
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let vertlf = (anim_time as f32 * lab as f32 + PI * 1.8).sin().max(0.15);
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let vertrfoffset = (anim_time as f32 * lab as f32 + PI * 0.80).sin().max(0.15);
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@ -36,15 +34,11 @@ impl Animation for RunAnimation {
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let vertchest = (anim_time as f32 * lab as f32 + PI * 0.3).sin().max(0.2);
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let horichest = (anim_time as f32 * lab as f32 + PI * 0.8).sin();
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let verthead = (anim_time as f32 * lab as f32 + PI * 0.3).sin();
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let footl = (anim_time as f32 * lab as f32 + PI).sin();
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let footr = (anim_time as f32 * lab as f32).sin();
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let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
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let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
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let wolf_look = Vec2::new(
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let dragon_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(7331.0)
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@ -63,7 +57,7 @@ impl Animation for RunAnimation {
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skeleton_attr.head_upper.1,
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) * 1.05;
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next.head_upper.ori =
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Quaternion::rotation_x(wolf_look.y) * Quaternion::rotation_z(wolf_look.x);
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Quaternion::rotation_x(dragon_look.y) * Quaternion::rotation_z(dragon_look.x);
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next.head_upper.scale = Vec3::one() * 1.05;
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next.head_lower.offset = Vec3::new(
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@ -1052,7 +1052,7 @@ impl FigureMgr {
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is_player,
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);
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},
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Body::Dragon(dragon_body) => {
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Body::Dragon(_) => {
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let skeleton_attr = &self
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.dragon_model_cache
|
||||
.get_or_create_model(
|
||||
@ -1064,7 +1064,6 @@ impl FigureMgr {
|
||||
None,
|
||||
)
|
||||
.1;
|
||||
let ref skeleton_attr = dragon_body.into();
|
||||
|
||||
let state = self
|
||||
.dragon_states
|
||||
|
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Reference in New Issue
Block a user