run animation incremental tweaks

Former-commit-id: 3abad8762a7a2daaf96c955cf89bcf5713ae7318
This commit is contained in:
jshipsey 2019-04-23 20:17:50 -04:00
parent 9510edd148
commit 9c15fa08a8
3 changed files with 95 additions and 104 deletions

View File

@ -31,7 +31,11 @@ impl Animation for IdleAnimation {
let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
<<<<<<< HEAD
next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4);
=======
next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
>>>>>>> run animation incremental tweaks
next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
next.head.scale = Vec3::one();
@ -47,11 +51,17 @@ impl Animation for IdleAnimation {
next.shorts.ori = Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one();
<<<<<<< HEAD
next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1);
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1);
=======
next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
>>>>>>> run animation incremental tweaks
next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.scale = Vec3::one();
@ -63,9 +73,15 @@ impl Animation for IdleAnimation {
next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.r_foot.scale = Vec3::one();
<<<<<<< HEAD
next.weapon.offset = Vec3::new(-4.5, 14.0, 13.0);
next.weapon.ori = Quaternion::rotation_x(2.5);
next.weapon.scale = Vec3::one();
=======
next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
next.back.ori = Quaternion::rotation_x(2.5);
next.back.scale = Vec3::one();
>>>>>>> run animation incremental tweaks
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
@ -80,6 +96,14 @@ impl Animation for IdleAnimation {
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one() / SCALE;
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one() / SCALE;
next
}
}

View File

@ -1,97 +1,86 @@
pub mod run;
pub mod idle;
// Standard
use std::f32::consts::PI;
// Reexports
pub use self::run::RunAnimation;
pub use self::idle::IdleAnimation;
// Crate
use crate::render::FigureBoneData;
// Library
use vek::*;
// Local
use super::{
Skeleton,
Bone,
CharacterSkeleton,
super::Animation,
SCALE
};
const SCALE: f32 = 11.0;
pub struct RunAnimation;
#[derive(Clone)]
pub struct CharacterSkeleton {
head: Bone,
chest: Bone,
belt: Bone,
shorts: Bone,
l_hand: Bone,
r_hand: Bone,
l_foot: Bone,
r_foot: Bone,
weapon: Bone,
torso: Bone,
l_shoulder: Bone,
r_shoulder: Bone,
}
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
impl CharacterSkeleton {
pub fn new() -> Self {
Self {
head: Bone::default(),
chest: Bone::default(),
belt: Bone::default(),
shorts: Bone::default(),
l_hand: Bone::default(),
r_hand: Bone::default(),
l_foot: Bone::default(),
r_foot: Bone::default(),
weapon: Bone::default(),
torso: Bone::default(),
l_shoulder: Bone::default(),
r_shoulder: Bone::default(),
fn update_skeleton(
skeleton: &Self::Skeleton,
time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
}
}
}
let wave = (time as f32 * 14.0).sin();
let wavetest = (wave.cbrt());
let fuzzwave = (time as f32 * 12.0).sin();
let wavecos = (time as f32 * 14.0).cos();
let wave_slow = (time as f32 * 7.0 + PI).sin();
let wavecos_slow = (time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
impl Skeleton for CharacterSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix();
[
FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat),
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
FigureBoneData::new(torso_mat),
//FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()),
//FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3);
next.head.ori = Quaternion::rotation_y(-0.15);
next.head.scale = Vec3::one();
]
}
next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one();
fn interpolate(&mut self, target: &Self) {
self.head.interpolate(&target.head);
self.chest.interpolate(&target.chest);
self.belt.interpolate(&target.belt);
self.shorts.interpolate(&target.shorts);
self.l_hand.interpolate(&target.l_hand);
self.r_hand.interpolate(&target.r_hand);
self.l_foot.interpolate(&target.l_foot);
self.r_foot.interpolate(&target.r_foot);
self.weapon.interpolate(&target.weapon);
self.torso.interpolate(&target.torso);
self.l_shoulder.interpolate(&target.l_shoulder);
self.r_shoulder.interpolate(&target.r_shoulder);
next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.25);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5);
next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5);
next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0);
next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0);
next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, 14.0, 13.0);
next.weapon.ori = Quaternion::rotation_x(2.5);
next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next
}
}

View File

@ -90,28 +90,6 @@ impl FigureCache {
None,
None,
];
// let bone_meshes = [
//
//
// Some(load_segment("head.vox").generate_mesh(Vec3::new(-5.5, -7.0, -6.0))),
// Some(load_segment("chest.vox").generate_mesh(Vec3::new(-2.5, -6.0, 0.0))),
// Some(load_segment("belt.vox").generate_mesh(Vec3::new(-2.5, -5.0, 0.0))),
// Some(load_segment("pants.vox").generate_mesh(Vec3::new(-2.5, -5.0, 0.0))),
// Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))),
// Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))),
// Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
// Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))),
// Some(load_segment("sword.vox").generate_mesh(Vec3::new(0.0, -0.0, -4.0))),
// None,
//Some(load_segment("shoulder_left.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))),
//Some(load_segment("shoulder_right.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))),
// None,
// None,
// None,
// None,
// None,
// None,
// ];
let mut mesh = Mesh::new();
bone_meshes