Much improved strafing

This commit is contained in:
Joshua Barretto 2023-10-13 17:11:01 +01:00
parent a1349d8176
commit 825c59d8d7
3 changed files with 24 additions and 48 deletions

View File

@ -52,7 +52,7 @@ impl Animation for RunAnimation {
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let impact = (avg_vel.z).max(-8.0);
let speednorm = (speed / 9.4).powf(0.6);
let speednorm = (speed / 9.4).powf(0.65);
let lab: f32 = 0.5 / s_a.scaler;
@ -70,20 +70,15 @@ impl Animation for RunAnimation {
let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6).sin());
let dirside = if orientation.xy().dot(velocity.xy()) > 0.0 {
1.0
} else {
-1.0
};
let dirside = orientation.xy().dot(velocity.xy()).signum();
let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin() * dirside;
let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin() * dirside;
let strafeside = if orientation.xy().dot(velocity.xy().rotated_z(PI * 0.5)) > 0.0 {
-1.0
} else {
1.0
};
let strafeside = orientation
.xy()
.dot(velocity.xy().rotated_z(PI * -0.5))
.signum();
let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin() * strafeside;
let footstrafer = (acc_vel * 1.6 * lab + PI * (0.95)).sin() * -strafeside;
let footstrafer = (acc_vel * 1.6 * lab + PI * 0.95).sin() * -strafeside;
let footvertl = (acc_vel * 1.6 * lab).sin();
let footvertr = (acc_vel * 1.6 * lab + PI).sin();
@ -169,34 +164,29 @@ impl Animation for RunAnimation {
Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm)
* Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
//
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertl * -5.0 * speednorm).max(-1.0)))
+ side * ((footvertsl * 1.5).max(-1.0))
+ foothoril.abs().powf(6.0) * speednorm * 5.0,
+ side * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.3 + foothoril * -1.5 * speednorm) + sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothoril * 0.3),
) * Quaternion::rotation_z(side * 0.2);
next.foot_l.orientation =
Quaternion::rotation_x((1.0 - sideabs) * foothoril * -1.5 * speednorm + sideabs * -0.5)
* Quaternion::rotation_y(tilt * -0.5 + side * 0.3 + side * (foothoril * 0.3))
* Quaternion::rotation_z(side * 0.9 * orientation.xy().dot(velocity.xy() / speed));
next.foot_r.position = Vec3::new(
s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertr * -5.0 * speednorm).max(-1.0)))
+ side * ((footvertsr * -1.5).max(-1.0))
+ foothorir.abs().powf(6.0) * speednorm * 5.0,
+ side * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.3 + foothorir * -1.5 * speednorm) + sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothorir * 0.3),
) * Quaternion::rotation_z(side * 0.2);
next.foot_r.orientation =
Quaternion::rotation_x((1.0 - sideabs) * foothorir * -1.5 * speednorm + sideabs * -0.5)
* Quaternion::rotation_y(tilt * -0.5 + side * 0.3 + side * (foothorir * 0.3))
* Quaternion::rotation_z(side * 0.9 * orientation.xy().dot(velocity.xy() / speed));
//
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

View File

@ -95,21 +95,10 @@ impl Animation for StandAnimation {
);
next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
let on_spot = (anim_time * 7.0).sin() * tilt;
let on_spotz = (anim_time * 7.0 + PI * 0.5).sin() * tilt.clamp(-0.3, 0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 - impact * 0.15 - on_spot * 15.0,
s_a.foot.2 + (-on_spotz).max(0.0) * 5.0,
);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - impact * 0.15, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(impact * 0.02);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + impact * 0.15 + on_spot * 15.0,
s_a.foot.2 + on_spotz.max(0.0) * 5.0,
);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + impact * 0.15, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(impact * -0.02);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

View File

@ -104,23 +104,20 @@ impl Animation for WieldAnimation {
next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2);
next.torso.orientation = Quaternion::rotation_z(tilt * 0.4);
let on_spot = (anim_time * 7.0).sin() * tilt;
let on_spotz = (anim_time * 7.0 + PI * 0.5).sin() * tilt.clamp(-0.3, 0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
-2.0 + s_a.foot.1 + jump * -4.0 - on_spot * 5.0,
s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0) + (-on_spotz).max(0.0) * 5.0,
-2.0 + s_a.foot.1 + jump * -4.0,
s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0),
);
next.foot_l.orientation = Quaternion::rotation_x(
jump * -0.7 + u_slowalt * 0.035 - 0.2 + tilt * footvertlstatic * 0.1
jump * -0.7 + u_slowalt * 0.035 + tilt * footvertlstatic * 0.1
- tilt.abs() * 0.3 * speednorm,
) * Quaternion::rotation_z(-tilt * 0.3);
next.foot_r.position = Vec3::new(
s_a.foot.0,
2.0 + s_a.foot.1 + jump * 4.0 + on_spot * 5.0,
s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0) + on_spotz.max(0.0) * 5.0,
2.0 + s_a.foot.1 + jump * 4.0,
s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0),
);
next.foot_r.orientation = Quaternion::rotation_x(
jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1