diff --git a/voxygen/src/anim/character/attack.rs b/voxygen/src/anim/character/attack.rs index e78a317a70..736c595ae6 100644 --- a/voxygen/src/anim/character/attack.rs +++ b/voxygen/src/anim/character/attack.rs @@ -52,31 +52,28 @@ impl Animation for AttackAnimation { Some(ToolKind::Sword(_)) => { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, - -2.0 + skeleton_attr.neck_forward + decel * 0.8, - skeleton_attr.neck_height + 21.0, + -2.0 + skeleton_attr.neck_forward, + skeleton_attr.neck_height + 14.0, ); - next.head.ori = Quaternion::rotation_z(decel * 0.25) - * Quaternion::rotation_x(0.0 + decel * 0.1) - * Quaternion::rotation_y(decel * -0.1); + next.head.ori = Quaternion::rotation_z(slow * 0.08) + * Quaternion::rotation_x(0.0 + slow * 0.08) + * Quaternion::rotation_y(slow * -0.08); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0); - next.chest.ori = Quaternion::rotation_z(decel * -0.2) - * Quaternion::rotation_x(0.0 + decel * -0.2) - * Quaternion::rotation_y(decel * 0.2); + next.chest.ori = Quaternion::rotation_z(slow * -0.2) + * Quaternion::rotation_x(0.0 + slow * -0.2) + * Quaternion::rotation_y(slow * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); - next.belt.ori = Quaternion::rotation_z(decel * -0.1) - * Quaternion::rotation_x(0.0 + decel * -0.1) - * Quaternion::rotation_y(decel * 0.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = next.chest.ori * -0.2; next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); - next.belt.ori = Quaternion::rotation_z(decel * -0.08) - * Quaternion::rotation_x(0.0 + decel * -0.08) - * Quaternion::rotation_y(decel * 0.08); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = next.chest.ori * -0.15; next.shorts.scale = Vec3::one(); + next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.04; @@ -106,7 +103,7 @@ impl Animation for AttackAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right + slowax * 2.0, -2.0 + skeleton_attr.neck_forward + slowax * -2.0, - skeleton_attr.neck_height + 20.0, + skeleton_attr.neck_height + 13.0, ); next.head.ori = Quaternion::rotation_z(slowax * 0.25) * Quaternion::rotation_x(0.0 + slowax * 0.2) @@ -119,16 +116,12 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(slowax * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); - next.belt.ori = Quaternion::rotation_z(slowax * 0.1) - * Quaternion::rotation_x(0.0 + slowax * 0.1) - * Quaternion::rotation_y(slowax * 0.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = next.chest.ori * -0.2; next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); - next.belt.ori = Quaternion::rotation_z(slowax * 0.08) - * Quaternion::rotation_x(0.0 + slowax * 0.08) - * Quaternion::rotation_y(slowax * 0.08); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = next.chest.ori * -0.15; next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0); @@ -155,8 +148,6 @@ impl Animation for AttackAnimation { }, Some(ToolKind::Hammer(_)) => { next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0); - - //0,1,5 next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); @@ -170,7 +161,7 @@ impl Animation for AttackAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right + slower * 3.0, -2.0 + skeleton_attr.neck_forward + slower * -3.0, - skeleton_attr.neck_height + 19.0, + skeleton_attr.neck_height + 12.0, ); next.head.ori = Quaternion::rotation_z(slower * 0.25) * Quaternion::rotation_x(0.0 + slower * 0.2) @@ -183,16 +174,12 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(slower * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); - next.belt.ori = Quaternion::rotation_z(slower * 0.1) - * Quaternion::rotation_x(0.0 + slower * 0.1) - * Quaternion::rotation_y(slower * 0.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = next.chest.ori * -0.2; next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); - next.belt.ori = Quaternion::rotation_z(slower * 0.08) - * Quaternion::rotation_x(0.0 + slower * 0.08) - * Quaternion::rotation_y(slower * 0.08); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = next.chest.ori * -0.15; next.shorts.scale = Vec3::one(); next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0); @@ -205,7 +192,7 @@ impl Animation for AttackAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward + decel * 0.8, - skeleton_attr.neck_height + 21.0, + skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(decel * 0.25) * Quaternion::rotation_x(0.0 + decel * 0.1) @@ -218,13 +205,13 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(decel * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(decel * -0.1) * Quaternion::rotation_x(0.0 + decel * -0.1) * Quaternion::rotation_y(decel * 0.1); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.belt.ori = Quaternion::rotation_z(decel * -0.08) * Quaternion::rotation_x(0.0 + decel * -0.08) * Quaternion::rotation_y(decel * 0.08); @@ -305,8 +292,8 @@ impl Animation for AttackAnimation { -2.0 + skeleton_attr.neck_forward + decel * 0.8, skeleton_attr.neck_height + 21.0, ); - next.head.ori = Quaternion::rotation_z(decel * 0.25) - * Quaternion::rotation_x(0.0 + decel * 0.1) + next.head.ori = Quaternion::rotation_z(decel * -0.25) + * Quaternion::rotation_x(0.0 + decel * -0.1) * Quaternion::rotation_y(decel * -0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; diff --git a/voxygen/src/anim/character/charge.rs b/voxygen/src/anim/character/charge.rs index fccf834c3e..fe13b51fe8 100644 --- a/voxygen/src/anim/character/charge.rs +++ b/voxygen/src/anim/character/charge.rs @@ -14,75 +14,455 @@ impl Animation for ChargeAnimation { fn update_skeleton( skeleton: &Self::Skeleton, - (_active_tool_kind, _global_time): Self::Dependency, + (active_tool_kind, _global_time): Self::Dependency, anim_time: f64, - _rate: &mut f32, + rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { + *rate = 1.0; let mut next = (*skeleton).clone(); - let wave_stop_quick = (anim_time as f32 * 8.0).min(PI / 2.0).sin(); + let lab = 1.0; + + let foot = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 15.0).sin()); + + let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos(); + let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos(); + let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos(); + let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); + + let slow = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 12.4).sin()); + let slower = (((5.0) + / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 4.0).sin()); + let slowax = (((5.0) + / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()); + let constant = 8.0; let wave_cos = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).sin()); - let wave_cos_dub = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 4.8).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.5).sin()); + next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, 5.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 19.0 + wave_cos * 2.0, ); - next.head.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0); - next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9); - next.chest.scale = Vec3::one(); + match active_tool_kind { + //TODO: Inventory + Some(ToolKind::Sword(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward, + skeleton_attr.neck_height + 12.0, + ); + next.head.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 2.0); - next.belt.ori = Quaternion::rotation_x(-0.6) * Quaternion::rotation_z(-0.9); - next.belt.scale = Vec3::one(); + next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0); + next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9); + next.chest.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 2.0); - next.shorts.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.9); - next.shorts.scale = Vec3::one(); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_z(0.0); + next.belt.scale = Vec3::one(); - next.l_hand.offset = Vec3::new(-8.0, -7.5, 5.0); - next.l_hand.ori = Quaternion::rotation_z(0.5) - * Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.5 + 1.57) - * Quaternion::rotation_y(-0.6); - next.l_hand.scale = Vec3::one() * 1.01; + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.0); + next.shorts.scale = Vec3::one(); - next.r_hand.offset = Vec3::new(-8.0, -8.0, 3.0); - next.r_hand.ori = Quaternion::rotation_z(0.5) - * Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.5 + 1.57) - * Quaternion::rotation_y(-0.6); - next.r_hand.scale = Vec3::one() * 1.01; + next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); + next.l_hand.ori = Quaternion::rotation_x(1.27); + next.l_hand.scale = Vec3::one() * 1.04; + next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); + next.r_hand.ori = Quaternion::rotation_x(1.27); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.offset = Vec3::new(0.0, 6.0, -1.0); + next.main.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.main.scale = Vec3::one(); - next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); - next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 0.8); - next.l_foot.scale = Vec3::one(); + next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 3.0); + next.control.ori = Quaternion::rotation_x(-1.2) + * Quaternion::rotation_y(slow * 1.5) + * Quaternion::rotation_z(1.4 + slow * 0.5); + next.control.scale = Vec3::one(); + next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0); + next.l_foot.ori = Quaternion::rotation_x(foot * -0.6); + next.l_foot.scale = Vec3::one(); - next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); - next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 0.8); - next.r_foot.scale = Vec3::one(); + next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(foot * 0.6); + next.r_foot.scale = Vec3::one(); + }, + Some(ToolKind::Axe(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right + slowax * 2.0, + -2.0 + skeleton_attr.neck_forward + slowax * -2.0, + skeleton_attr.neck_height + 20.0, + ); + next.head.ori = Quaternion::rotation_z(slowax * 0.25) + * Quaternion::rotation_x(0.0 + slowax * 0.2) + * Quaternion::rotation_y(slowax * 0.2); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.main.offset = Vec3::new( - -8.0 + skeleton_attr.weapon_x, - 0.0 + skeleton_attr.weapon_y, - 5.0, - ); - next.main.ori = Quaternion::rotation_z(-0.0) - * Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.7) - * Quaternion::rotation_y(-0.5); - next.main.scale = Vec3::one(); + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(slowax * 0.2) + * Quaternion::rotation_x(0.0 + slowax * 0.2) + * Quaternion::rotation_y(slowax * 0.2); + next.chest.scale = Vec3::one(); + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(slowax * 0.1) + * Quaternion::rotation_x(0.0 + slowax * 0.1) + * Quaternion::rotation_y(slowax * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(slowax * 0.08) + * Quaternion::rotation_x(0.0 + slowax * 0.08) + * Quaternion::rotation_y(slowax * 0.08); + next.shorts.scale = Vec3::one(); + + next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0); + next.l_hand.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_z(3.14 - 0.3) + * Quaternion::rotation_y(-0.8); + next.l_hand.scale = Vec3::one() * 1.08; + next.r_hand.offset = Vec3::new(-2.5, 9.0, 0.0); + next.r_hand.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_z(3.14 - 0.3) + * Quaternion::rotation_y(-0.8); + next.r_hand.scale = Vec3::one() * 1.06; + next.main.offset = Vec3::new(-6.0, 10.0, -5.0); + next.main.ori = Quaternion::rotation_x(1.27) + * Quaternion::rotation_y(-0.3) + * Quaternion::rotation_z(-0.8); + next.main.scale = Vec3::one(); + + next.control.offset = Vec3::new(0.0, 0.0 + slowax * 8.2, 6.0); + next.control.ori = Quaternion::rotation_x(0.8) + * Quaternion::rotation_y(-0.3) + * Quaternion::rotation_z(-0.7 + slowax * -1.9); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Hammer(_)) => { + next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0); + + //0,1,5 + next.l_hand.ori = Quaternion::rotation_x(1.27); + next.l_hand.scale = Vec3::one() * 1.05; + next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); + next.r_hand.ori = Quaternion::rotation_x(1.27); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.offset = Vec3::new(0.0, 6.0, -1.0); + next.main.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.main.scale = Vec3::one(); + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right + slower * 3.0, + -2.0 + skeleton_attr.neck_forward + slower * -3.0, + skeleton_attr.neck_height + 19.0, + ); + next.head.ori = Quaternion::rotation_z(slower * 0.25) + * Quaternion::rotation_x(0.0 + slower * 0.2) + * Quaternion::rotation_y(slower * 0.2); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(slower * 0.2) + * Quaternion::rotation_x(0.0 + slower * 0.2) + * Quaternion::rotation_y(slower * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(slower * 0.1) + * Quaternion::rotation_x(0.0 + slower * 0.1) + * Quaternion::rotation_y(slower * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(slower * 0.08) + * Quaternion::rotation_x(0.0 + slower * 0.08) + * Quaternion::rotation_y(slower * 0.08); + next.shorts.scale = Vec3::one(); + + next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0); + next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(1.4 + 1.57); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Staff(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); + next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); + next.l_hand.ori = Quaternion::rotation_x(1.27); + next.l_hand.scale = Vec3::one() * 1.05; + next.r_hand.offset = Vec3::new(0.0, 0.0, 10.0); + next.r_hand.ori = Quaternion::rotation_x(1.27); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.offset = Vec3::new(0.0, 6.0, -4.0); + next.main.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.main.scale = Vec3::one(); + + next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0); + next.control.ori = Quaternion::rotation_x(-1.2) + * Quaternion::rotation_y(slow * 1.5) + * Quaternion::rotation_z(1.4 + slow * 0.5); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Shield(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); + next.l_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); + next.l_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.l_hand.scale = Vec3::one() * 1.01; + + next.r_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); + next.r_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.r_hand.scale = Vec3::one() * 1.01; + + next.main.offset = Vec3::new( + -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, + 8.0 + accel_fast * 3.0, + 0.0, + ); + next.main.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.main.scale = Vec3::one(); + }, + Some(ToolKind::Bow(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); + next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0); + next.l_hand.ori = Quaternion::rotation_x(1.27) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.l_hand.scale = Vec3::one() * 1.05; + next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0); + next.r_hand.ori = Quaternion::rotation_x(1.27) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.offset = Vec3::new(3.0, 2.0, -13.0); + next.main.ori = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); + next.main.scale = Vec3::one(); + + next.control.offset = Vec3::new(-7.0, 6.0, 6.0); + next.control.ori = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); + }, + Some(ToolKind::Dagger(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); + next.l_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); + next.l_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.l_hand.scale = Vec3::one() * 1.01; + + next.r_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); + next.r_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.r_hand.scale = Vec3::one() * 1.01; + + next.main.offset = Vec3::new( + -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, + 8.0 + accel_fast * 3.0, + 0.0, + ); + next.main.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.main.scale = Vec3::one(); + }, + Some(ToolKind::Debug(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); + next.l_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); + next.l_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.l_hand.scale = Vec3::one() * 1.01; + + next.r_hand.offset = + Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); + next.r_hand.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.r_hand.scale = Vec3::one() * 1.01; + + next.main.offset = Vec3::new( + -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, + 8.0 + accel_fast * 3.0, + 0.0, + ); + next.main.ori = Quaternion::rotation_z(-0.8) + * Quaternion::rotation_x(0.0 + accel_med * -0.8) + * Quaternion::rotation_y(0.0 + accel_med * -0.4); + next.main.scale = Vec3::one(); + }, + _ => {}, + } next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; @@ -104,10 +484,13 @@ impl Animation for ChargeAnimation { Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - next.control.offset = Vec3::new(0.0, 0.0, 0.0); - next.control.ori = Quaternion::rotation_x(0.0); - next.control.scale = Vec3::one(); + next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); + next.l_control.ori = Quaternion::rotation_x(0.0); + next.l_control.scale = Vec3::one(); + next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); + next.r_control.ori = Quaternion::rotation_x(0.0); + next.r_control.scale = Vec3::one(); next } } diff --git a/voxygen/src/anim/character/climb.rs b/voxygen/src/anim/character/climb.rs index 8cb25ce70c..67fa4b810c 100644 --- a/voxygen/src/anim/character/climb.rs +++ b/voxygen/src/anim/character/climb.rs @@ -36,7 +36,7 @@ impl Animation for ClimbAnimation { next.head.offset = Vec3::new( 0.0, -1.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 18.5 + wave_cos * 1.3, + skeleton_attr.neck_height + 11.5 + wave_cos * 1.3, ); next.head.ori = Quaternion::rotation_z(wave * 0.1) * Quaternion::rotation_x(0.6) @@ -49,11 +49,11 @@ impl Animation for ClimbAnimation { * Quaternion::rotation_y(wave_test * -0.12); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 1.0, 3.5 + wave_cos * 1.1); + next.belt.offset = Vec3::new(0.0, 1.0, -3.5 + wave_cos * 1.1); next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 1.0, 1.0 + wave_cos * 1.1); + next.shorts.offset = Vec3::new(0.0, 1.0, -6.0 + wave_cos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.1) * Quaternion::rotation_y(wave_test * 0.10); diff --git a/voxygen/src/anim/character/gliding.rs b/voxygen/src/anim/character/gliding.rs index ab25059863..d58f0a1b5a 100644 --- a/voxygen/src/anim/character/gliding.rs +++ b/voxygen/src/anim/character/gliding.rs @@ -68,12 +68,12 @@ impl Animation for GlidingAnimation { next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, -4.0); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, -7.0); - next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.35); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( diff --git a/voxygen/src/anim/character/idle.rs b/voxygen/src/anim/character/idle.rs index 57949cb125..810fe88151 100644 --- a/voxygen/src/anim/character/idle.rs +++ b/voxygen/src/anim/character/idle.rs @@ -36,7 +36,7 @@ impl Animation for IdleAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.1, + skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1, ); /*next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());*/ @@ -47,11 +47,11 @@ impl Animation for IdleAnimation { next.chest.ori = Quaternion::rotation_x(0.0); next.chest.scale = Vec3::one() + wave_ultra_slow_abs * 0.05; - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1); next.belt.ori = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05; - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.1); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/idlewield.rs b/voxygen/src/anim/character/idlewield.rs index 85e97f3794..2b7a9df755 100644 --- a/voxygen/src/anim/character/idlewield.rs +++ b/voxygen/src/anim/character/idlewield.rs @@ -201,9 +201,9 @@ impl Animation for IdleWieldAnimation { * 0.1, ); next.head.offset = Vec3::new( - 0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.5, + 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.6, + skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1, ); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); @@ -214,12 +214,12 @@ impl Animation for IdleWieldAnimation { Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 5.0 + wave_ultra_slow * 0.5); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22); next.belt.scale = Vec3::one() * 1.02; - next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 2.0 + wave_ultra_slow * 0.5); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = Quaternion::rotation_z(0.3); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/jump.rs b/voxygen/src/anim/character/jump.rs index a06bad0f04..926adfee7a 100644 --- a/voxygen/src/anim/character/jump.rs +++ b/voxygen/src/anim/character/jump.rs @@ -25,7 +25,7 @@ impl Animation for JumpAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0, + skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04); next.head.scale = Vec3::one() * skeleton_attr.head_scale; @@ -34,11 +34,11 @@ impl Animation for JumpAnimation { next.chest.ori = Quaternion::rotation_z(0.0); next.chest.scale = Vec3::one() * 1.01; - next.belt.offset = Vec3::new(0.0, 0.0, 6.0); + next.belt.offset = Vec3::new(0.0, 0.0, -1.0); next.belt.ori = Quaternion::rotation_z(0.0); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 3.0); + next.shorts.offset = Vec3::new(0.0, 0.0, -4.0); next.shorts.ori = Quaternion::rotation_z(0.0); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/mod.rs b/voxygen/src/anim/character/mod.rs index 6f1cd2978d..29827d9620 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -73,10 +73,10 @@ impl Skeleton for CharacterSkeleton { let head_mat = self.head.compute_base_matrix(); [ - FigureBoneData::new(torso_mat * head_mat), + FigureBoneData::new(torso_mat * chest_mat * head_mat), 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 * chest_mat * self.belt.compute_base_matrix()), + FigureBoneData::new(torso_mat * chest_mat * self.shorts.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat), FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), diff --git a/voxygen/src/anim/character/roll.rs b/voxygen/src/anim/character/roll.rs index 734f83ecd4..2357bfd180 100644 --- a/voxygen/src/anim/character/roll.rs +++ b/voxygen/src/anim/character/roll.rs @@ -42,7 +42,7 @@ impl Animation for RollAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 17.0 + wave_dub * -8.0, + skeleton_attr.neck_height + 12.0 + wave_dub * -8.0, ); next.head.ori = Quaternion::rotation_x(wave_dub * 0.4); next.head.scale = Vec3::one(); @@ -51,11 +51,11 @@ impl Animation for RollAnimation { next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4); next.chest.scale = Vec3::one() * 1.01; - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_dub * -3.0); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_dub * -3.0); next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_dub * -2.0); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_dub * -2.0); next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index 35ad488bdb..93cfce5321 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -76,7 +76,7 @@ impl Animation for RunAnimation { next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 20.0 + short * 1.3, + skeleton_attr.neck_height + 13.0 + short * 0.3, ); next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); @@ -86,11 +86,11 @@ impl Animation for RunAnimation { next.chest.ori = Quaternion::rotation_z(short * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + short * 1.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(short * 0.35); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + short * 1.1); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = Quaternion::rotation_z(short * 0.6); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/shoot.rs b/voxygen/src/anim/character/shoot.rs index acf28482ff..2dabf92d94 100644 --- a/voxygen/src/anim/character/shoot.rs +++ b/voxygen/src/anim/character/shoot.rs @@ -46,8 +46,8 @@ impl Animation for ShootAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, - -2.0 + skeleton_attr.neck_forward - quick * 3.5, - skeleton_attr.neck_height + 21.0, + -2.0 + skeleton_attr.neck_forward - quick * 1.5, + skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(quick * 0.15) * Quaternion::rotation_x(quick * 0.09) @@ -55,21 +55,17 @@ impl Animation for ShootAnimation { next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0); - next.chest.ori = Quaternion::rotation_z(quick * 0.15) + next.chest.ori = Quaternion::rotation_z(quick * 0.35) * Quaternion::rotation_x(quick * 0.09) * Quaternion::rotation_y(0.0); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0 - quick * 1.0, 5.0); - next.belt.ori = Quaternion::rotation_z(quick * 0.2) - * Quaternion::rotation_x(quick * 0.12) - * Quaternion::rotation_y(0.0); + next.belt.offset = Vec3::new(0.0, 0.0 + quick * 1.0, -2.0); + next.belt.ori = next.chest.ori; next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, -quick * 0.5, 2.0); - next.shorts.ori = Quaternion::rotation_z(quick * 0.08) - * Quaternion::rotation_x(quick * 0.05) - * Quaternion::rotation_y(0.0); + next.shorts.offset = Vec3::new(0.0, quick * 1.0, -5.0); + next.shorts.ori = next.chest.ori; next.shorts.scale = Vec3::one(); match active_tool_kind { diff --git a/voxygen/src/anim/character/sit.rs b/voxygen/src/anim/character/sit.rs index c777bd71a3..0a4cad45ae 100644 --- a/voxygen/src/anim/character/sit.rs +++ b/voxygen/src/anim/character/sit.rs @@ -40,7 +40,7 @@ impl Animation for SitAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, wave_stop * -3.6 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_slow * 0.1 + wave_stop * -0.8, + skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8, ); next.head.ori = Quaternion::rotation_z(head_look.x + wave_ultra_slow * 0.2 - wave_slow * 0.1) @@ -57,11 +57,11 @@ impl Animation for SitAnimation { next.chest.ori = Quaternion::rotation_x(wave_stop * 0.15); next.chest.scale = Vec3::one() + wave_slow_abs * 0.05; - next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, 5.0); + next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, -2.0); next.belt.ori = Quaternion::rotation_x(wave_stop * 0.3); next.belt.scale = (Vec3::one() + wave_slow_abs * 0.05) * 1.02; - next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, 2.0 + wave_stop * 0.6); + next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, -5.0 + wave_stop * 0.6); next.shorts.ori = Quaternion::rotation_x(wave_stop * 0.6); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/spin.rs b/voxygen/src/anim/character/spin.rs index 2f655ae173..329d51dd41 100644 --- a/voxygen/src/anim/character/spin.rs +++ b/voxygen/src/anim/character/spin.rs @@ -69,7 +69,7 @@ impl Animation for SpinAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward + decel * -0.8, - skeleton_attr.neck_height + 21.0, + skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(decel * -0.25) * Quaternion::rotation_x(0.0 + decel * -0.1) @@ -81,16 +81,12 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(decel * -0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); - next.belt.ori = Quaternion::rotation_z(decel * 0.1) - * Quaternion::rotation_x(0.0 + decel * 0.1) - * Quaternion::rotation_y(decel * -0.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = next.chest.ori * -0.1; next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); - next.belt.ori = Quaternion::rotation_z(decel * 0.08) - * Quaternion::rotation_x(0.0 + decel * 0.08) - * Quaternion::rotation_y(decel * -0.08); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.belt.ori = next.chest.ori * -0.08; next.shorts.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3)) diff --git a/voxygen/src/anim/character/stand.rs b/voxygen/src/anim/character/stand.rs index ab2d67fea7..4528ad2b87 100644 --- a/voxygen/src/anim/character/stand.rs +++ b/voxygen/src/anim/character/stand.rs @@ -36,7 +36,7 @@ impl Animation for StandAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + slow * 0.3, + skeleton_attr.neck_height + 14.0 + slow * 0.3, //21 ); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); @@ -46,11 +46,11 @@ impl Animation for StandAnimation { next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6); next.chest.scale = Vec3::one() * 1.01; - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + slow * 0.3); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + slow * 0.3); //5 next.belt.ori = Quaternion::rotation_z(head_look.x * 0.4); next.belt.scale = Vec3::one() + breathe * 0.05; - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + slow * 0.3); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + slow * 0.3); //2 next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/swim.rs b/voxygen/src/anim/character/swim.rs index eae0613728..001717afe3 100644 --- a/voxygen/src/anim/character/swim.rs +++ b/voxygen/src/anim/character/swim.rs @@ -53,7 +53,7 @@ impl Animation for SwimAnimation { next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_cos * 1.3, + skeleton_attr.neck_height + 14.0 + wave_cos * 1.3, ); next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); @@ -63,11 +63,11 @@ impl Animation for SwimAnimation { next.chest.ori = Quaternion::rotation_z(wave * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_cos * 1.1); next.belt.ori = Quaternion::rotation_z(wave * 0.35); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_cos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.scale = Vec3::one(); diff --git a/voxygen/src/anim/character/wield.rs b/voxygen/src/anim/character/wield.rs index a8a53bd307..55c9db2257 100644 --- a/voxygen/src/anim/character/wield.rs +++ b/voxygen/src/anim/character/wield.rs @@ -214,7 +214,7 @@ impl Animation for WieldAnimation { next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 22.0 + short * 1.3, + skeleton_attr.neck_height + 13.0 + short * 0.2, ); next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); @@ -224,12 +224,12 @@ impl Animation for WieldAnimation { next.chest.ori = Quaternion::rotation_z(short * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1); - next.belt.ori = Quaternion::rotation_z(short * 0.35); + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = Quaternion::rotation_z(short * 0.15); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 4.0 + short * 1.1); - next.shorts.ori = Quaternion::rotation_z(short * 0.6); + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = Quaternion::rotation_z(short * 0.4); next.shorts.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 219aeeb484..2579efcc9c 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -498,7 +498,7 @@ impl FigureMgr { ) }, CharacterState::DashMelee(_) => { - anim::character::AttackAnimation::update_skeleton( + anim::character::ChargeAnimation::update_skeleton( &target_base, (active_tool_kind, time), state.state_time, @@ -507,7 +507,7 @@ impl FigureMgr { ) }, CharacterState::TripleStrike(s) => match s.stage { - 0 => anim::character::ChargeAnimation::update_skeleton( + 0 => anim::character::AttackAnimation::update_skeleton( &target_base, (active_tool_kind, time), state.state_time, @@ -565,13 +565,23 @@ impl FigureMgr { ) }*/ CharacterState::Equipping { .. } => { - anim::character::WieldAnimation::update_skeleton( - &target_base, - (active_tool_kind, vel.0.magnitude(), time), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) + if vel.0.magnitude_squared() > 0.5 { + anim::character::WieldAnimation::update_skeleton( + &target_base, + (active_tool_kind, vel.0.magnitude(), time), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } else { + anim::character::IdleWieldAnimation::update_skeleton( + &target_base, + (active_tool_kind, vel.0.magnitude(), time), + state.state_time, + &mut state_animation_rate, + skeleton_attr, + ) + } }, CharacterState::Wielding { .. } => { if vel.0.magnitude_squared() > 0.5 {