Merge branch 'swing-animation' into 'master'

Swing animation

See merge request veloren/veloren!191

Former-commit-id: da4296c0d311bd7a3b17c45b86cf61858ccb2f53
This commit is contained in:
Marcel 2019-05-28 10:26:48 +00:00
commit 8c3b69eb81
9 changed files with 68 additions and 34 deletions

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@ -31,7 +31,7 @@ impl<'a> System<'a> for Sys {
let finished_attack = (&entities, &mut attackings)
.join()
.filter(|(e, a)| {
a.time > 0.5 // TODO: constant
a.time > 0.25 // TODO: constant
})
.map(|(e, a)| e)
.collect::<Vec<_>>();

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@ -115,6 +115,8 @@ impl<'a> System<'a> for Sys {
let animation = if on_ground {
if control.move_dir.magnitude() > 0.01 {
Animation::Run
} else if attackings.get(entity).is_some() {
Animation::Attack
} else {
Animation::Idle
}

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@ -23,15 +23,19 @@ impl Animation for AttackAnimation {
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 1.0).sin();
let wave = (anim_time as f32 * 4.0).sin();
let wave_quicken = (1.0 - (anim_time as f32 * 16.0).cos());
let wave_quicken_slow = (1.0 - (anim_time as f32 * 12.0).cos());
let wave_quicken_double = (1.0 - (anim_time as f32 * 24.0).cos());
let wave_quick = (anim_time as f32 * 0.5).sin();
let wave_cos = (anim_time as f32 * 12.0).cos();
let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let wave_slow = (anim_time as f32 * 10.0 + PI).cos();
let wave_slow_cos = (anim_time as f32 * 12.0 + PI).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin();
let wave_stop = (anim_time as f32 * 6.0).min(PI / 2.0).sin();
let wave_stop_alt = (anim_time as f32 * 28.0).min(PI / 2.0).sin();
let wave_stop_quick = (anim_time as f32 * 8.0).min(PI / 2.0).sin();
let wave_stop_quick = (anim_time as f32 * 16.0).min(PI / 2.0).sin();
let peakwave = 1.0 - (anim_time as f32 * 1.0).cos();
let head_look = Vec2::new(
@ -47,7 +51,9 @@ impl Animation for AttackAnimation {
* 0.25,
);
next.head.offset = Vec3::new(0.0, 2.0, 11.0);
next.head.ori = Quaternion::rotation_z(0.0);
next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25)
* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1)
* Quaternion::rotation_y(wave_stop_quick * 0.1);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
@ -62,26 +68,39 @@ impl Animation for AttackAnimation {
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
next.l_hand.ori =
Quaternion::rotation_x(0.0 + wave * 2.0) * Quaternion::rotation_z(wave * 2.0);
next.l_hand.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0;
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.l_hand.scale = Vec3::one() / 11.0;
next.r_hand.offset = Vec3::new(8.0, 4.0, 6.5) / 11.0;
next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.0);
next.r_hand.scale = Vec3::one() / 11.0;
next.r_hand.scale = Vec3::one() * 0.0;
next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.offset = Vec3::new(
-3.4,
-0.1 + wave_stop_quick * 2.0,
8.0 + wave_stop_quick * -4.0,
);
next.l_foot.ori = Quaternion::rotation_x(wave_stop_quick * -1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.offset = Vec3::new(
3.4,
-0.1 - wave_stop_quick * -2.0,
8.0 + wave_stop_quick * -2.0,
);
next.r_foot.ori = Quaternion::rotation_x(wave_stop_quick * 1.2);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.offset = Vec3::new(-7.0, -2.0, 5.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.weapon.scale = Vec3::one() * 0.0;
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
@ -95,17 +114,30 @@ impl Animation for AttackAnimation {
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
next.left_equip.ori =
Quaternion::rotation_x(0.0 + wave * 2.0) * Quaternion::rotation_z(1.57 + wave * 2.0);
next.left_equip.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0;
next.left_equip.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.left_equip.scale = Vec3::one() / 11.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0;
next.right_equip.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.right_equip.scale = Vec3::one() / 11.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2)
* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2)
* Quaternion::rotation_y(wave_stop_quick * 0.2);
next.torso.scale = Vec3::one() / 11.0;
next
}

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@ -92,7 +92,7 @@ impl Animation for GlidingAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -80,7 +80,7 @@ impl Animation for IdleAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -65,7 +65,7 @@ impl Animation for JumpAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -70,7 +70,7 @@ impl Animation for RunAnimation {
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);

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@ -244,7 +244,7 @@ impl FigureModelCache {
// TODO actually match against other weapons and set the right model
_ => "weapon/sword/sword_rusty_2h.vox",
},
Vec3::new(-6.5, -1.5, -4.0),
Vec3::new(-1.5, -6.5, -4.0),
)
}
@ -281,7 +281,7 @@ impl FigureModelCache {
Weapon::Sword => "weapon/sword/sword_rusty_2h.vox",
_ => "weapon/sword/sword_rusty_2h.vox",
},
Vec3::new(-6.5, -1.5, -5.0),
Vec3::new(-1.5, -6.5, -4.5),
)
}
fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
@ -289,7 +289,7 @@ impl FigureModelCache {
match hand {
Hand::Default => "figure/body/hand.vox",
},
Vec3::new(-2.0, -2.5, -2.0),
Vec3::new(-2.0, -2.5, -5.0),
)
}
/////////