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Better bipedlarge weild, charge and shoot anims
This commit is contained in:
parent
d2f91bc3a0
commit
94cbe3faf4
@ -505,7 +505,7 @@
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central: ("armor.empty"),
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),
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main: (
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offset: (-1.5, -9.0, -10.0),
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offset: (-2.5, -4.0, -7.0),
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central: ("weapon.bow.longbow_lizardman"),
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)
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),
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@ -535,7 +535,7 @@
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central: ("armor.empty"),
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),
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main: (
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offset: (-1.5, -9.0, -10.0),
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offset: (-2.5, -4.0, -7.0),
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central: ("weapon.bow.longbow_lizardman"),
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)
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),
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351
voxygen/src/anim/src/biped_large/charge.rs
Normal file
351
voxygen/src/anim/src/biped_large/charge.rs
Normal file
@ -0,0 +1,351 @@
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use std::{f32::consts::PI, ops::Mul};
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pub struct ChargeAnimation;
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impl Animation for ChargeAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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Vec3<f32>,
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Vec3<f32>,
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f64,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_charge\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time): 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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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 0.55;
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let breathe = (anim_time as f32 + 1.5 * PI).sin();
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let test = (anim_time as f32 + 36.0 * PI).sin();
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let slower = (anim_time as f32 * 1.0 + PI).sin();
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let slow = (anim_time as f32 * 3.5 + PI).sin();
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let tailmove = 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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* 0.25,
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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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* 0.125,
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);
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let look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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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 / 8.0)
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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 foothoril = (((1.0)
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/ (0.4
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
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let foothorir = (((1.0)
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/ (0.4
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+ (0.6)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
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let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
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let footrotl = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((5.0)
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/ (1.0
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+ (4.0)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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let quick = (((5.0)
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/ (3.5 + 1.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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let quicka = (((5.0)
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/ (3.5
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+ 1.5
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* ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin());
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let stress = (((5.0)
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/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 20.0).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 20.0).cos());
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let short = (anim_time as f32 * lab as f32 * 16.0).sin();
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let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
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let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
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let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if ::vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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next.head.position = Vec3::new(
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stop * -2.0,
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-3.5 + stop * 2.5 + skeleton_attr.head.0,
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skeleton_attr.head.1,
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);
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next.head.orientation =
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Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.position = Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
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next.upper_torso.orientation =
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Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0);
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next.lower_torso.position = Vec3::new(0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
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next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
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if velocity < 0.5 {
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next.jaw.position = Vec3::new(
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0.0,
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skeleton_attr.jaw.0 - slower * 0.12,
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skeleton_attr.jaw.1 + slow * 0.2,
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);
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next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
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next.jaw.scale = Vec3::one() * 1.02;
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next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
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next.tail.orientation =
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Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
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next.tail.scale = Vec3::one();
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next.shoulder_l.position = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.position = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_r.scale = Vec3::one();
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next.leg_l.position = Vec3::new(
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-skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2 + breathe * 0.2,
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) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_z(0.0);
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next.leg_l.scale = Vec3::one() * 1.02;
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next.leg_r.position = Vec3::new(
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skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2 + breathe * 0.2,
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) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_z(0.0);
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next.leg_r.scale = Vec3::one() * 1.02;
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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) / 8.0;
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next.foot_l.orientation = Quaternion::rotation_z(0.0);
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next.foot_l.scale = Vec3::one() / 8.0;
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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) / 8.0;
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next.foot_r.orientation = Quaternion::rotation_z(0.0);
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next.foot_r.scale = Vec3::one() / 8.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.orientation = Quaternion::rotation_z(test * 0.0);
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next.torso.scale = Vec3::one() / 8.0;
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next.control.position = Vec3::new(7.0, 9.0, -10.0);
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next.control.orientation = Quaternion::rotation_x(test * 0.02)
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* Quaternion::rotation_y(test * 0.02)
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* Quaternion::rotation_z(test * 0.02);
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next.control.scale = Vec3::one();
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} else {
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next.jaw.position = Vec3::new(
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0.0,
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skeleton_attr.jaw.0 - slower * 0.12,
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skeleton_attr.jaw.1 + slow * 0.2,
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);
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next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
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next.jaw.scale = Vec3::one() * 1.02;
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next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
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next.tail.orientation =
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Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
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next.tail.scale = Vec3::one();
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next.shoulder_l.position = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1 + foothoril * -1.0,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
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* Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(footrotl * 0.1);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.position = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1 + foothorir * -1.0,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(footrotr * -0.1);
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next.shoulder_r.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
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next.torso.scale = Vec3::one() / 8.0;
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next.leg_l.position = Vec3::new(
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-skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 0.98;
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next.leg_l.orientation =
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
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next.leg_l.scale = Vec3::one() * 0.98;
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next.leg_r.position = Vec3::new(
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skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 0.98;
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next.leg_r.orientation =
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Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
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next.leg_r.scale = Vec3::one() * 0.98;
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
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skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
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) / 8.0;
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
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next.foot_l.scale = Vec3::one() / 8.0;
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
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skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
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) / 8.0;
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
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next.foot_r.scale = Vec3::one() / 8.0;
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}
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match active_tool_kind {
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Some(ToolKind::Bow(_)) => {
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next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(4.9, 1.0, -5.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(8.0, 2.0, -14.0);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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next.hold.orientation = Quaternion::rotation_x(-1.6)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 4.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(stop * -0.4)
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* Quaternion::rotation_z(stop * -0.6);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(8.0, 8.5, 13.2);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(3.14)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(
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-7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
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6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)),
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6.0 - stop * 3.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2);
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next.control.scale = Vec3::one();
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},
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_ => {},
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}
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next
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}
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}
|
@ -3,11 +3,13 @@ pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod wield;
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pub mod shoot;
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pub mod charge;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
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wield::WieldAnimation,
|
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wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation,
|
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};
|
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|
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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@ -32,6 +34,7 @@ skeleton_impls!(struct BipedLargeSkeleton {
|
||||
+ leg_r,
|
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+ foot_l,
|
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+ foot_r,
|
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+ hold,
|
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torso,
|
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control,
|
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});
|
||||
@ -40,7 +43,7 @@ impl Skeleton for BipedLargeSkeleton {
|
||||
type Attr = SkeletonAttr;
|
||||
type Body = Body;
|
||||
|
||||
const BONE_COUNT: usize = 15;
|
||||
const BONE_COUNT: usize = 16;
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const COMPUTE_FN: &'static [u8] = b"biped_large_compute_mats\0";
|
||||
|
||||
@ -57,6 +60,7 @@ impl Skeleton for BipedLargeSkeleton {
|
||||
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
|
||||
let head_mat = upper_torso_mat * Mat4::<f32>::from(self.head);
|
||||
let control_mat = upper_torso_mat * Mat4::<f32>::from(self.control);
|
||||
let hand_l_mat = Mat4::<f32>::from(self.hand_l);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(head_mat),
|
||||
@ -74,6 +78,8 @@ impl Skeleton for BipedLargeSkeleton {
|
||||
make_bone(lower_torso_mat * Mat4::<f32>::from(self.leg_r)),
|
||||
make_bone(base_mat * Mat4::<f32>::from(self.foot_l)),
|
||||
make_bone(base_mat * Mat4::<f32>::from(self.foot_r)),
|
||||
// FIXME: Should this be l_control_mat?
|
||||
make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
|
||||
];
|
||||
Vec3::default()
|
||||
}
|
||||
@ -186,9 +192,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Troll, _) => (0.0, 0.0),
|
||||
(Dullahan, _) => (0.0, 0.0),
|
||||
(Werewolf, _) => (-5.5, -2.0),
|
||||
(Occultlizardman, _) => (-5.5, -6.0),
|
||||
(Mightylizardman, _) => (-5.5, -6.0),
|
||||
(Slylizardman, _) => (-5.5, -6.0),
|
||||
(Occultlizardman, _) => (-4.5, -6.0),
|
||||
(Mightylizardman, _) => (-4.5, -6.0),
|
||||
(Slylizardman, _) => (-4.5, -6.0),
|
||||
},
|
||||
shoulder: match (body.species, body.body_type) {
|
||||
(Ogre, Male) => (12.0, 0.5, 0.0),
|
||||
|
340
voxygen/src/anim/src/biped_large/shoot.rs
Normal file
340
voxygen/src/anim/src/biped_large/shoot.rs
Normal file
@ -0,0 +1,340 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::{Hands, ToolKind};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
pub struct ShootAnimation;
|
||||
|
||||
impl Animation for ShootAnimation {
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, second_tool_kind, velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 0.55;
|
||||
let breathe = (anim_time as f32 + 1.5 * PI).sin();
|
||||
let test = (anim_time as f32 + 36.0 * PI).sin();
|
||||
|
||||
let slower = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let slow = (anim_time as f32 * 3.5 + PI).sin();
|
||||
|
||||
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||
|
||||
let tailmove = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.125,
|
||||
);
|
||||
|
||||
let look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.5,
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
let foothoril = (((1.0)
|
||||
/ (0.4
|
||||
+ (0.6)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
|
||||
let foothorir = (((1.0)
|
||||
/ (0.4
|
||||
+ (0.6)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||
|
||||
let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
|
||||
let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
|
||||
|
||||
let footrotl = (((5.0)
|
||||
/ (2.5
|
||||
+ (2.5)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
|
||||
|
||||
let footrotr = (((5.0)
|
||||
/ (1.0
|
||||
+ (4.0)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||
|
||||
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + breathe * 0.5,
|
||||
);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1 + breathe * 0.15,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.jaw.0 - slower * 0.12,
|
||||
skeleton_attr.jaw.1 + slow * 0.2,
|
||||
);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
next.tail.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.leg_l.position = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.leg_l.orientation = Quaternion::rotation_z(0.0);
|
||||
next.leg_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_r.position = Vec3::new(
|
||||
skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2 + breathe * 0.2,
|
||||
) * 1.02;
|
||||
next.leg_r.orientation = Quaternion::rotation_z(0.0);
|
||||
next.leg_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
) / 8.0;
|
||||
next.foot_l.orientation = Quaternion::rotation_z(0.0);
|
||||
next.foot_l.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
) / 8.0;
|
||||
next.foot_r.orientation = Quaternion::rotation_z(0.0);
|
||||
next.foot_r.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(test * 0.0);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.control.position = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.orientation = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.scale = Vec3::one();
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + shortalt * -1.5,
|
||||
);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.jaw.0 - slower * 0.12,
|
||||
skeleton_attr.jaw.1 + slow * 0.2,
|
||||
);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
next.tail.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothoril * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.1);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothorir * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.1);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.leg_l.position = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.leg_r.position = Vec3::new(
|
||||
skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_l.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_r.scale = Vec3::one() / 8.0;
|
||||
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6 + exp * 0.8)
|
||||
* Quaternion::rotation_z(-0.3 + exp * 0.9);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
|
||||
next.control.position = Vec3::new(-9.0, 6.0, 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(exp * 0.4)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(8.0, 8.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(3.14)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(exp * 1.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(exp * 1.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -30,6 +30,8 @@ impl Animation for WieldAnimation {
|
||||
|
||||
let slower = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let slow = (anim_time as f32 * 3.5 + PI).sin();
|
||||
let u_slow = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let u_slowalt = (anim_time as f32 * 3.0 + PI).cos();
|
||||
|
||||
let tailmove = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
@ -91,17 +93,6 @@ impl Animation for WieldAnimation {
|
||||
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.main.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-skeleton_attr.hand.0 - 7.0,
|
||||
skeleton_attr.hand.1 - 7.0,
|
||||
@ -117,8 +108,81 @@ impl Animation for WieldAnimation {
|
||||
);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.control.position = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.orientation = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.main.scale = Vec3::one() * 1.02;
|
||||
|
||||
if velocity > 0.5 {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + shortalt * -1.5,
|
||||
);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.jaw.0 - slower * 0.12,
|
||||
skeleton_attr.jaw.1 + slow * 0.2,
|
||||
);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
next.tail.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothoril * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.1);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothorir * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.1);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
} else {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head.0,
|
||||
@ -216,135 +280,34 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.scale = Vec3::one();
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + shortalt * -1.5,
|
||||
);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
next.upper_torso.scale = Vec3::one();
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.jaw.0 - slower * 0.12,
|
||||
skeleton_attr.jaw.1 + slow * 0.2,
|
||||
);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
next.tail.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothoril * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.1);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1 + foothorir * -1.0,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.1);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.leg_l.position = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.leg_r.position = Vec3::new(
|
||||
skeleton_attr.leg.0,
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 0.98;
|
||||
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_l.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
|
||||
skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
) / 8.0;
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
|
||||
next.foot_r.scale = Vec3::one() / 8.0;
|
||||
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.hand_l.position = Vec3::new(
|
||||
-skeleton_attr.hand.0 - 7.0,
|
||||
skeleton_attr.hand.1 - 7.0,
|
||||
skeleton_attr.hand.2 + 10.0,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(8.0, 8.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
skeleton_attr.hand.0 - 7.0,
|
||||
skeleton_attr.hand.1 - 7.0,
|
||||
skeleton_attr.hand.2 + 10.0,
|
||||
);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.1);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.orientation = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
next.control.position = Vec3::new(-7.0, 3.0, -6.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.main.scale = Vec3::one() * 1.02;
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.hand_l.position = Vec3::new(
|
||||
|
@ -2265,6 +2265,58 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::BasicRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::biped_large::ShootAnimation::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::biped_large::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
},
|
||||
CharacterState::ChargedRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::biped_large::ShootAnimation::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::biped_large::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
},
|
||||
// TODO!
|
||||
_ => target_base,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user