changelog

This commit is contained in:
jshipsey 2020-08-07 01:51:50 -04:00
parent 316546af22
commit 854361cdaa
4 changed files with 26 additions and 28 deletions

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@ -8,7 +8,7 @@ edition = "2018"
name = "voxygen_anim"
# Uncomment to use animation hot reloading
# Note: this breaks `cargo test`
crate-type = ["lib", "cdylib"]
# crate-type = ["lib", "cdylib"]
[features]
use-dyn-lib = ["libloading", "notify", "lazy_static", "tracing", "find_folder"]

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@ -32,8 +32,8 @@ pub use self::{
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation,
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
wield::WieldAnimation,
spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, wield::WieldAnimation,
};
use super::{Bone, FigureBoneData, Skeleton};

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@ -40,7 +40,7 @@ impl Animation for SwimAnimation {
let lab = 1.0 * tempo;
let short = (anim_time as f32 * lab as f32 * 6.0+ PI/2.0).sin();
let short = (anim_time as f32 * lab as f32 * 6.0 + PI / 2.0).sin();
let foot = (anim_time as f32 * lab as f32 * 6.0).sin();
@ -92,7 +92,7 @@ impl Animation for SwimAnimation {
-3.0 + skeleton_attr.head.0,
skeleton_attr.head.1 - 1.0 + short * 0.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x*0.5 + short * -0.2 * intensity)
next.head.ori = Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity)
* Quaternion::rotation_x(
(0.4 * head_look.y * (1.0 / intensity)).abs()
+ 0.45 * intensity
@ -123,21 +123,21 @@ impl Animation for SwimAnimation {
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-1.0-skeleton_attr.hand.0,
-1.0 - skeleton_attr.hand.0,
1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity,
5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity,
);
next.l_hand.ori =
Quaternion::rotation_x(1.5 + foot * -1.2 * intensity) * Quaternion::rotation_y(0.4+foot*-0.35);
next.l_hand.ori = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity)
* Quaternion::rotation_y(0.4 + foot * -0.35);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
1.0+skeleton_attr.hand.0,
1.0 + skeleton_attr.hand.0,
1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity,
5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity,
);
next.r_hand.ori =
Quaternion::rotation_x(1.5 + foot * 1.2 * intensity) * Quaternion::rotation_y(-0.4+foot*-0.35);
next.r_hand.ori = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity)
* Quaternion::rotation_y(-0.4 + foot * -0.35);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(

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@ -824,24 +824,22 @@ impl FigureMgr {
},
CharacterState::Wielding { .. } => {
if physics.in_fluid {
anim::character::SwimWieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
anim::character::SwimWieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
else{
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
},
CharacterState::Glide { .. } => {
anim::character::GlidingAnimation::update_skeleton(