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refining pace setup. refined species anim variables
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47d5c635de
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883aa1754b
@ -229,7 +229,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Lion, _) => (6.5, -6.5, -2.0),
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(Tarasque, _) => (7.0, -8.0, -6.0),
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(Tiger, _) => (6.0, -5.0, -3.0),
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(Wolf, _) => (4.5, -6.5, -1.0),
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(Wolf, _) => (4.5, -6.5, -1.5),
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(Frostfang, _) => (5.5, -5.5, -2.0),
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(Mouflon, _) => (4.0, -5.0, -5.0),
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(Catoblepas, _) => (7.0, 2.0, -6.0),
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@ -242,7 +242,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Lion, _) => (6.0, -6.0, -2.0),
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(Tarasque, _) => (6.0, -6.5, -6.5),
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(Tiger, _) => (6.0, -7.5, -3.0),
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(Wolf, _) => (5.0, -6.5, -2.5),
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(Wolf, _) => (5.0, -6.5, -3.0),
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(Frostfang, _) => (3.5, -4.5, -2.0),
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(Mouflon, _) => (3.5, -8.0, -4.5),
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(Catoblepas, _) => (6.0, -2.5, -2.5),
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@ -310,7 +310,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Wolf, _) => (1.0),
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(Frostfang, _) => (1.2),
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(Mouflon, _) => (1.1),
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(Catoblepas, _) => (0.9),
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(Catoblepas, _) => (0.0),
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(Bonerattler, _) => (0.8),
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},
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tempo: match (body.species, body.body_type) {
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@ -2,7 +2,7 @@ use super::{
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super::{vek::*, Animation},
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QuadrupedMediumSkeleton, SkeletonAttr,
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};
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use std::f32::consts::PI;
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use std::{f32::consts::PI, ops::Mul};
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pub struct RunAnimation;
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@ -16,7 +16,7 @@ impl Animation for RunAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_run")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
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(velocity, orientation, last_ori, global_time, avg_vel): 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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@ -24,30 +24,39 @@ impl Animation for RunAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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//let increasefreqtest = (((1.0/speed)*3.0).round()).min(5.0);
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let lab = 0.6; //6
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let amplitude = (speed / 24.0).max(0.25);
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let amplitude2 = (speed * 1.4 / 24.0).min(0.8);
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let amplitude3 = (speed / 24.0).min(0.7);
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let amplitude2 = (speed * 1.4 / 24.0).max(0.6);
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let amplitude3 = (speed / 24.0).max(0.35);
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let speedmult = if speed > 0.0 {
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1.2 * (1.0 * skeleton_attr.tempo)
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} else {
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0.9 * (1.0 * skeleton_attr.tempo)
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};
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//println!("{:?}", avg_speed);
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let canceler = speed / 24.0;
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let short = (((1.0)
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/ (0.72
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+ 0.28
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * -0.15).sin())
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* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * -0.15).sin());
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* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15).sin());
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//
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let shortalt = (anim_time as f32 * 16.0 * lab as f32 * speedmult + PI * 0.35).sin();
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let noisify1 = (anim_time as f32 * 13.0 * lab as f32 * speedmult).sin() * 0.1;
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let noisify2 = (anim_time as f32 * 17.0 * lab as f32 * speedmult).sin() * 0.1;
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let shortalt = (anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 0.35).sin();
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let look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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let speedadjust = if speed < 5.0 { 0.0 } else { speed };
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let shift1 = speedadjust / 24.0 * 0.0;
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@ -56,39 +65,32 @@ impl Animation for RunAnimation {
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let shift4 = speedadjust / 24.0 * PI / 4.0;
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//FL
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let foot1a =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.0 + shift1))
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let foot1a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
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+ PI * (0.0 + canceler * 0.08 + shift1))
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.sin(); //1.5
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let foot1b =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.4 + shift1))
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let foot1b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
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+ PI * (0.4 + canceler * 0.08 + shift1))
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.sin(); //1.9
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//FR
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let foot2a = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (PI / 4.0 + shift2))
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.sin(); //1.2
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let foot2b = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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let foot2a =
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(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (PI / 4.0 + shift2)).sin(); //1.2
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let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
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+ PI * (0.4 + PI / 4.0 + shift2))
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.sin(); //1.6
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//BL
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let foot3a =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.0 + shift3))
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.sin(); //0.0
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(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (0.0 + shift3)).sin(); //0.0
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let foot3b =
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(anim_time as f32 * 16.0 * lab as f32 * speedmult + noisify1 + PI * (0.4 + shift3))
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.sin(); //0.4
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(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * (0.4 + shift3)).sin(); //0.4
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//BR
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let foot4a = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (0.0 + PI / 4.0 + shift4))
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let foot4a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
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+ PI * (0.0 + canceler * 0.15 + PI / 4.0 + shift4))
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.sin(); //0.3
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let foot4b = (anim_time as f32 * 16.0 * lab as f32 * speedmult
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+ noisify2
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+ PI * (0.4 + PI / 4.0 + shift4))
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let foot4b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
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+ PI * (0.4 + canceler * 0.15 + PI / 4.0 + shift4))
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.sin(); //0.7
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//
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@ -110,8 +112,9 @@ impl Animation for RunAnimation {
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//Gallop
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next.head_upper.position =
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Vec3::new(0.0, skeleton_attr.head_upper.0, skeleton_attr.head_upper.1);
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next.head_upper.orientation = Quaternion::rotation_x(amplitude * short * -0.03 - 0.1)
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* Quaternion::rotation_z(tilt * -1.2)
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next.head_upper.orientation =
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Quaternion::rotation_x(look.y * 0.1 / canceler + amplitude * short * -0.03 - 0.1)
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* Quaternion::rotation_z(look.x * 0.1 / canceler + tilt * -1.2)
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* Quaternion::rotation_y(tilt * 0.8);
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next.head_upper.scale = Vec3::one();
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@ -134,10 +137,14 @@ impl Animation for RunAnimation {
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next.torso_front.position = Vec3::new(
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0.0,
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skeleton_attr.torso_front.0,
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skeleton_attr.torso_front.1 + canceler * shortalt * 2.5 + x_tilt * 10.0,
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skeleton_attr.torso_front.1
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+ canceler * 1.0
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+ canceler * shortalt * 2.5
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+ x_tilt * 10.0,
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) * skeleton_attr.scaler
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/ 11.0;
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next.torso_front.orientation = Quaternion::rotation_x(amplitude * short * -0.13 + x_tilt)
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next.torso_front.orientation =
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Quaternion::rotation_x((amplitude * (short * -0.13).max(-0.2)) + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(tilt * -1.5);
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next.torso_front.scale = Vec3::one() * skeleton_attr.scaler / 11.0;
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@ -161,7 +168,7 @@ impl Animation for RunAnimation {
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skeleton_attr.leg_f.1 + amplitude3 * foot1a * -1.3,
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skeleton_attr.leg_f.2 + canceler + amplitude3 * foot1b * -1.9,
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);
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next.leg_fl.orientation = Quaternion::rotation_x(amplitude3 * foot1b * -0.65)
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next.leg_fl.orientation = Quaternion::rotation_x(amplitude3 * foot1b * -0.55)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_fl.scale = Vec3::one() * 1.02;
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@ -171,27 +178,29 @@ impl Animation for RunAnimation {
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skeleton_attr.leg_f.1 + amplitude3 * foot2a * -1.3,
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skeleton_attr.leg_f.2 + canceler + amplitude3 * foot2b * -1.9,
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);
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next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.65)
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next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.55)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_fr.scale = Vec3::one() * 1.02;
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next.leg_bl.position = Vec3::new(
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-skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + amplitude3 * foot3a * -1.7,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * foot3b * -1.9,
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skeleton_attr.leg_b.1 + amplitude3 * foot3a * -1.9,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * ((foot3b * -2.6).min(1.0)),
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);
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next.leg_bl.orientation = Quaternion::rotation_x(amplitude3 * foot3b * -0.45 - 0.2)
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next.leg_bl.orientation =
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Quaternion::rotation_x(amplitude3 * foot3b * -0.5 - 0.2 * canceler)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_bl.scale = Vec3::one() * 1.02;
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next.leg_br.position = Vec3::new(
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skeleton_attr.leg_b.0,
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skeleton_attr.leg_b.1 + amplitude3 * foot4a * -1.7,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * foot4b * -1.9,
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skeleton_attr.leg_b.1 + amplitude3 * foot4a * -1.9,
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skeleton_attr.leg_b.2 + canceler + amplitude3 * ((foot4b * -2.6).min(1.0)),
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);
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next.leg_br.orientation = Quaternion::rotation_x(amplitude3 * foot4b * -0.45 - 0.2)
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next.leg_br.orientation =
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Quaternion::rotation_x(amplitude3 * foot4b * -0.5 - 0.2 * canceler)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_br.scale = Vec3::one() * 1.02;
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@ -200,10 +209,12 @@ impl Animation for RunAnimation {
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2
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+ ((amplitude2 * foot1a * 2.7 * skeleton_attr.maximize).max(0.0)),
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+ ((amplitude2 * foot1a * 2.7
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+ amplitude2 * foot1a * skeleton_attr.maximize * canceler)
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.max(0.0)),
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);
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next.foot_fl.orientation = Quaternion::rotation_x(
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(1.0 - skeleton_attr.dampen) * -1.0 + amplitude2 * foot1b * -0.9,
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((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot1b * -0.7,
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) * Quaternion::rotation_y(tilt * -1.0);
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next.foot_fl.scale = Vec3::one() * 0.96;
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@ -211,30 +222,32 @@ impl Animation for RunAnimation {
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2
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+ ((amplitude2 * foot2a * 2.7 * skeleton_attr.maximize).max(0.0)),
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+ ((amplitude2 * foot2a * 2.7
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+ amplitude2 * foot2a * skeleton_attr.maximize * canceler)
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.max(0.0)),
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);
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next.foot_fr.orientation = Quaternion::rotation_x(
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(1.0 - skeleton_attr.dampen) * -1.0 + amplitude2 * foot2b * -0.9,
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((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot2b * -0.7,
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) * Quaternion::rotation_y(tilt * -1.0);
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next.foot_fr.scale = Vec3::one() * 0.96;
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next.foot_bl.position = Vec3::new(
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-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2 + ((amplitude2 * foot3a * 1.8).max(-0.0)),
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skeleton_attr.feet_b.2 + ((amplitude2 * foot3a * 2.5).max(-1.0)),
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);
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next.foot_bl.orientation =
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Quaternion::rotation_x(amplitude2 * foot3b * -1.3 - 0.2 * speed / 24.0)
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Quaternion::rotation_x(amplitude2 * foot3b * -0.5 - 0.2 * canceler)
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* Quaternion::rotation_y(tilt * -1.0);
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next.foot_bl.scale = Vec3::one() * 0.96;
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next.foot_br.position = Vec3::new(
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skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2 + ((amplitude2 * foot4a * 1.8).max(0.0)),
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skeleton_attr.feet_b.2 + ((amplitude2 * foot4a * 2.5).max(-1.0)),
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);
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next.foot_br.orientation =
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Quaternion::rotation_x(amplitude2 * foot4b * -1.3 - 0.2 * speed / 24.0)
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Quaternion::rotation_x(amplitude2 * foot4b * -0.5 - 0.2 * canceler)
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* Quaternion::rotation_y(tilt * -1.0);
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next.foot_br.scale = Vec3::one() * 0.96;
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next
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