Initial fly animation work

This commit is contained in:
Snowram 2020-05-05 23:42:56 +02:00 committed by jshipsey
parent 9027967fb7
commit 875838ecdf
4 changed files with 179 additions and 7 deletions

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@ -0,0 +1,161 @@
use super::{super::Animation, DragonSkeleton, SkeletonAttr};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct FlyAnimation;
impl Animation for FlyAnimation {
type Dependency = (f32, f64);
type Skeleton = DragonSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(_velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 12.0;
let vertlf = (anim_time as f32 * lab as f32 + PI * 1.8).sin().max(0.15);
let vertrfoffset = (anim_time as f32 * lab as f32 + PI * 0.80).sin().max(0.15);
let vertlboffset = (anim_time as f32 * lab as f32).sin().max(0.15);
let vertrb = (anim_time as f32 * lab as f32 + PI).sin().max(0.15);
let horilf = (anim_time as f32 * lab as f32 + PI * 1.2).sin();
let horirfoffset = (anim_time as f32 * lab as f32 + PI * 0.20).sin();
let horilboffset = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
let horirb = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
let vertchest = (anim_time as f32 * lab as f32 + PI * 0.3).sin().max(0.2);
let horichest = (anim_time as f32 * lab as f32 + PI * 0.8).sin();
let verthead = (anim_time as f32 * lab as f32 + PI * 0.3).sin();
let footl = (anim_time as f32 * lab as f32 + PI).sin();
let footr = (anim_time as f32 * lab as f32).sin();
let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
let wolf_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.125,
);
next.head.offset = Vec3::new(
0.0,
skeleton_attr.head.0 + 0.5,
skeleton_attr.head.1 + center * 0.5 - 1.0,
);
next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0 + center * 0.03);
next.head.scale = Vec3::one();
next.tail_front.offset = Vec3::new(
0.0,
skeleton_attr.tail_front.0,
skeleton_attr.tail_front.1 + centeroffset * 0.6,
);
next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
next.tail_front.scale = Vec3::one();
next.tail_rear.offset = Vec3::new(
0.0,
skeleton_attr.tail_rear.0,
skeleton_attr.tail_rear.1 + centeroffset * 0.6,
);
next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
next.tail_rear.scale = Vec3::one();
next.chest_front.offset = Vec3::new(
0.0,
skeleton_attr.chest_front.0,
skeleton_attr.chest_front.1,
) * 1.05;
next.chest_front.ori = Quaternion::rotation_y(center * 0.05);
next.chest_front.scale = Vec3::one() * 1.05;
next.chest_rear.offset = Vec3::new(
0.0,
skeleton_attr.chest_rear.0,
skeleton_attr.chest_rear.1,
) * 1.05;
next.chest_rear.ori = Quaternion::rotation_y(center * 0.05);
next.chest_rear.scale = Vec3::one() * 1.05;
next.foot_fl.offset = Vec3::new(
-skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2,
) * 1.05;
next.foot_fl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
next.foot_fl.scale = Vec3::one() * 1.05;
next.foot_fr.offset = Vec3::new(
skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2,
) * 1.05;
next.foot_fr.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
next.foot_fr.scale = Vec3::one() * 1.05;
next.foot_bl.offset = Vec3::new(
-skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2,
) * 1.05;
next.foot_bl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
next.foot_bl.scale = Vec3::one() * 1.05;
next.foot_br.offset = Vec3::new(
skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2,
) * 1.05;
next.foot_br.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
next.foot_br.scale = Vec3::one() * 1.05;
next.wing_in_l.offset = Vec3::new(
-skeleton_attr.wing_in.0,
skeleton_attr.wing_in.1,
skeleton_attr.wing_in.2,
);
next.wing_in_l.ori = Quaternion::rotation_y((0.57 + footl * 1.2).max(0.0));
next.wing_in_l.scale = Vec3::one() * 1.05;
next.wing_in_r.offset = Vec3::new(
skeleton_attr.wing_in.0,
skeleton_attr.wing_in.1,
skeleton_attr.wing_in.2,
);
next.wing_in_r.ori = Quaternion::rotation_y((-0.57 + footr * 1.2).min(0.0));
next.wing_in_r.scale = Vec3::one() * 1.05;
next.wing_out_l.offset = Vec3::new(
-skeleton_attr.wing_out.0,
skeleton_attr.wing_out.1,
skeleton_attr.wing_out.2,
);
next.wing_out_l.ori = Quaternion::rotation_y((0.57 + footl * 1.2).max(0.0));
next.wing_out_l.scale = Vec3::one() * 1.05;
next.wing_out_r.offset = Vec3::new(
skeleton_attr.wing_out.0,
skeleton_attr.wing_out.1,
skeleton_attr.wing_out.2,
);
next.wing_out_r.ori = Quaternion::rotation_y((-0.57 + footr * 1.2).min(0.0));
next.wing_out_r.scale = Vec3::one() * 1.05;
next
}
}

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@ -1,9 +1,9 @@
pub mod fly;
pub mod idle;
pub mod jump;
pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;

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@ -35,6 +35,9 @@ impl Animation for RunAnimation {
let footl = (anim_time as f32 * lab as f32 + PI).sin();
let footr = (anim_time as f32 * lab as f32).sin();
let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
let wolf_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
@ -57,12 +60,20 @@ impl Animation for RunAnimation {
Quaternion::rotation_x(wolf_look.y) * Quaternion::rotation_z(wolf_look.x);
next.head.scale = Vec3::one() * 1.05;
next.tail_front.offset = Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
next.tail_front.ori = Quaternion::rotation_x(0.0);
next.tail_front.offset = Vec3::new(
0.0,
skeleton_attr.tail_front.0,
skeleton_attr.tail_front.1 + centeroffset * 0.6,
);
next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
next.tail_front.scale = Vec3::one();
next.tail_rear.offset = Vec3::new(0.0, skeleton_attr.tail_rear.0, skeleton_attr.tail_rear.1);
next.tail_rear.ori = Quaternion::rotation_x(0.0);
next.tail_rear.offset = Vec3::new(
0.0,
skeleton_attr.tail_rear.0,
skeleton_attr.tail_rear.1 + centeroffset * 0.6,
);
next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
next.tail_rear.scale = Vec3::one();
next.chest_front.offset = Vec3::new(

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@ -1102,7 +1102,7 @@ impl FigureMgr {
skeleton_attr,
),
// In air
(false, _, false) => anim::dragon::JumpAnimation::update_skeleton(
(false, _, false) => anim::dragon::FlyAnimation::update_skeleton(
&DragonSkeleton::new(),
(vel.0.magnitude(), time),
state.state_time,