Merge branch 'slipped/animtweaks' into 'master'

accel based run

See merge request veloren/veloren!1628
This commit is contained in:
Justin Shipsey 2020-12-16 08:07:38 +00:00
commit a365ca7e9d
9 changed files with 190 additions and 183 deletions

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@ -161,7 +161,7 @@ impl Body {
Body::QuadrupedSmall(_) => 0.4,
Body::QuadrupedMedium(body) => match body.species {
quadruped_medium::Species::Grolgar => 1.9,
quadruped_medium::Species::Tarasque => 2.2,
quadruped_medium::Species::Tarasque => 1.8,
quadruped_medium::Species::Lion => 1.9,
quadruped_medium::Species::Saber => 1.8,
quadruped_medium::Species::Catoblepas => 1.7,
@ -179,7 +179,7 @@ impl Body {
theropod::Species::Snowraptor => 0.5,
theropod::Species::Sandraptor => 0.5,
theropod::Species::Woodraptor => 0.5,
_ => 0.9,
_ => 1.8,
},
Body::BirdMedium(_) => 0.35,
Body::FishMedium(_) => 0.35,
@ -228,7 +228,12 @@ impl Body {
quadruped_low::Species::Maneater => 4.0,
_ => 1.3,
},
Body::Theropod(_) => 3.0,
Body::Theropod(body) => match body.species {
theropod::Species::Snowraptor => 2.5,
theropod::Species::Sandraptor => 2.5,
theropod::Species::Woodraptor => 2.5,
_ => 8.0,
},
Body::BirdMedium(body) => match body.species {
bird_medium::Species::Cockatrice => 1.8,
_ => 1.1,

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@ -1 +1 @@
nightly-2020-12-09
nightly-2020-12-09

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@ -3,7 +3,7 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use std::f32::consts::PI;
use std::{f32::consts::PI, ops::Mul};
pub struct IdleAnimation;
@ -17,67 +17,78 @@ impl Animation for IdleAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _global_time): Self::Dependency,
(active_tool_kind, second_tool_kind, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 1.0).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin();
let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
next.head.position = Vec3::new(
0.0,
s_a.head.0,
s_a.head.1 + wave_ultra_slow * 0.1 + head_abs * -0.5,
let slow = (anim_time as f32 * 1.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(7331.0)
.sin()
* 0.1,
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(1337.0)
.sin()
* 0.05,
);
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.scale = Vec3::one() * 1.01;
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.scale = Vec3::one() * 1.04;
next.back.scale = Vec3::one() * 1.02;
next.hold.scale = Vec3::one() * 0.0;
next.lantern.scale = Vec3::one() * 0.65;
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one() * 1.1;
next.head.scale = Vec3::one() * s_a.head_scale - head_abs * 0.05;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
next.head.orientation =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_ultra_slow * 0.1);
next.chest.scale = Vec3::one() + head_abs * 0.05;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.6);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + wave_ultra_slow * 0.1);
next.belt.orientation = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one() - head_abs * 0.05;
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1 + wave_ultra_slow * 0.1);
next.shorts.orientation = Quaternion::rotation_x(0.0);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.back.scale = Vec3::one() * 1.02;
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + wave_ultra_slow_cos * 0.15,
s_a.hand.2 + wave_ultra_slow * 0.5,
s_a.hand.1 + slow * 0.15,
s_a.hand.2 + slow * 0.5,
);
next.hand_l.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06);
next.hand_r.position = Vec3::new(
s_a.hand.0,
s_a.hand.1 + wave_ultra_slow_cos * 0.15,
s_a.hand.2 + wave_ultra_slow * 0.5 + head_abs * -0.05,
s_a.hand.1 + slow * 0.15,
s_a.hand.2 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
next.shoulder_l.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
next.shoulder_r.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
match active_tool_kind {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(-4.0, -5.0, 7.0);
@ -123,11 +134,9 @@ impl Animation for IdleAnimation {
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2, 0.1) * s_a.scaler;
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),

View File

@ -283,13 +283,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 3.64),
},
sthl: match (body.species, body.body_type) {
(_, _) => (0.0, 0.0, 1.0, 1.27, 0.0, 0.0),
(_, _) => (0.0, 0.0, 6.0, 1.97, 0.0, 0.0),
},
sthr: match (body.species, body.body_type) {
(_, _) => (0.0, 0.0, 7.0, 1.57, 0.2, 0.0),
(_, _) => (0.0, 0.0, 0.0, 1.27, 0.2, 0.0),
},
stc: match (body.species, body.body_type) {
(_, _) => (-5.0, 5.0, -1.0, -0.3, 0.15, 0.0),
(_, _) => (-5.0, 7.0, -2.0, -0.3, 0.15, 0.0),
},
ahl: match (body.species, body.body_type) {
(_, _) => (-0.5, -1.0, 7.0, 1.17, PI, 0.0),

View File

@ -15,6 +15,7 @@ type RunAnimationDependency = (
Vec3<f32>,
f64,
Vec3<f32>,
f32,
);
impl Animation for RunAnimation {
@ -28,7 +29,16 @@ impl Animation for RunAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time, avg_vel): Self::Dependency,
(
active_tool_kind,
second_tool_kind,
velocity,
orientation,
last_ori,
global_time,
avg_vel,
acc_vel,
): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -38,48 +48,61 @@ impl Animation for RunAnimation {
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let impact = (avg_vel.z).max(-8.0);
let speednorm = speed / 9.4;
let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let walk = if speed > 5.0 { 1.0 } else { 0.5 };
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab = 1.0;
let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
let footrotl = (((1.0)
/ (0.5
+ (0.5)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin()).powi(2)))
/ (0.5 + (0.5) * ((acc_vel * 1.6 * lab as f32 + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
* ((acc_vel * 1.6 * lab as f32 + PI * 1.4).sin());
let footrotr = (((1.0)
/ (0.5
+ (0.5)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin()).powi(2)))
/ (0.5 + (0.5) * ((acc_vel * 1.6 * lab as f32 + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
* ((acc_vel * 1.6 * lab as f32 + PI * 0.4).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powi(2)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();
let shorte = (((5.0)
/ (4.0 + 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powi(2)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let shorte = (((1.0) / (0.8 + 0.2 * ((acc_vel * lab as f32 * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab as f32 * 1.6).sin());
let shortalt = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin();
let shortalter = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / -2.0).sin();
let shortalter = (acc_vel * lab as f32 * 1.6 + PI / -2.0).sin();
let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
let foothoril = (acc_vel * 1.6 * lab as f32 + PI * 1.45).sin();
let foothorir = (acc_vel * 1.6 * lab as f32 + PI * (0.45)).sin();
let footstrafel = (acc_vel * 1.6 * lab as f32 + PI * 1.45).sin();
let footstrafer = (acc_vel * 1.6 * lab as f32 + PI * (0.95)).sin();
let footvertl = (acc_vel * 1.6 * lab as f32).sin();
let footvertr = (acc_vel * 1.6 * lab as f32 + PI).sin();
let footvertsl = (acc_vel * 1.6 * lab as f32).sin();
let footvertsr = (acc_vel * 1.6 * lab as f32 + PI * 0.5).sin();
let shortalt = (acc_vel * lab as f32 * 1.6 + PI / 2.0).sin();
let short = (((5.0) / (1.5 + 3.5 * ((acc_vel * lab as f32 * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab as f32 * 1.6).sin());
let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
let side =
(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
let sideabs = side.abs();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
//println!("speednorm {} ",side);
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0)
@ -94,35 +117,17 @@ impl Animation for RunAnimation {
* 0.1,
);
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.1)
* Quaternion::rotation_x(head_look.y + 0.45 - lower * 0.35);
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + 2.0 + shortalt * -1.5 - lower,
);
next.chest.orientation = Quaternion::rotation_z(short * 0.18 * walkintensity + tilt * -0.6)
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0 + shortalt * -0.8);
next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
* Quaternion::rotation_y(tilt * 1.6)
* Quaternion::rotation_x(
impact * 0.06 + shortalter * 0.035 + wave_stop * speed * -0.09 + (tilt.abs()),
impact * 0.06 + shortalter * 0.035 + speed * -0.07 + (tilt.abs()),
);
next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
@ -141,42 +146,58 @@ impl Animation for RunAnimation {
next.hand_l.position = Vec3::new(
-s_a.hand.0 + foothorir * -1.3,
3.0 + s_a.hand.1 + foothorir * -7.0 * walkintensity,
1.5 + s_a.hand.2 - foothorir * 5.5 * walkintensity,
3.0 + s_a.hand.1 + foothorir * -7.0 * speednorm,
1.5 + s_a.hand.2 - foothorir * 5.5 * speednorm,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 + footrotr * -1.2 * walkintensity)
* Quaternion::rotation_y(footrotr * 0.4 * walkintensity);
next.hand_l.orientation = Quaternion::rotation_x(0.6 + (footrotr * -1.2) * speednorm)
* Quaternion::rotation_y(footrotr * 0.4);
next.hand_r.position = Vec3::new(
s_a.hand.0 + foothoril * 1.3,
3.0 + s_a.hand.1 + foothoril * -6.5 * walkintensity,
1.5 + s_a.hand.2 - foothoril * 7.0 * walkintensity,
3.0 + s_a.hand.1 + foothoril * -7.0 * speednorm,
1.5 + s_a.hand.2 - foothoril * 5.5 * speednorm,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2 * walkintensity)
* Quaternion::rotation_y(footrotl * -0.4 * walkintensity);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + (footrotl * -1.2) * speednorm)
* Quaternion::rotation_y(footrotl * -0.4);
//
next.foot_l.position = Vec3::new(
-s_a.foot.0,
-1.5 + s_a.foot.1 + foothoril * -8.5 * walkintensity - lower * 1.0,
2.0 + s_a.foot.2 + ((footvertl * -2.7).max(-1.0)) * walkintensity,
-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
s_a.foot.1
+ (1.0 - sideabs) * (-1.5 + foothoril * -10.5 * speednorm)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - sideabs) * (2.0 + ((footvertl * -2.1 * speednorm).max(-1.0)))
+ side * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(-0.2 + footrotl * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.2 + foothoril * -1.3 * speednorm) + sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3),
) * Quaternion::rotation_z(side * 0.2);
next.foot_r.position = Vec3::new(
s_a.foot.0,
-1.5 + s_a.foot.1 + foothorir * -8.5 * walkintensity - lower * 1.0,
2.0 + s_a.foot.2 + ((footvertr * -2.7).max(-1.0)) * walkintensity,
s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
s_a.foot.1
+ (1.0 - sideabs) * (-1.5 + foothorir * -10.5 * speednorm)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - sideabs) * (2.0 + ((footvertr * -2.1 * speednorm).max(-1.0)))
+ side * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(-0.2 + footrotr * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.2 + foothorir * -1.3 * speednorm) + sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
) * Quaternion::rotation_z(side * 0.2);
//
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
next.shoulder_r.scale = Vec3::one() * 1.1;
next.glider.position = Vec3::new(0.0, 0.0, 10.0);

View File

@ -50,14 +50,7 @@ impl Animation for WieldAnimation {
);
let foothoril = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.45).sin();
let foothorir = (anim_time as f32 * 16.0 * lab as f32 + PI * (0.45)).sin();
let footstrafel = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.45).sin();
let footstrafer = (anim_time as f32 * 16.0 * lab as f32 + PI * (0.95)).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 footvertsl = (anim_time as f32 * 16.0 * lab as f32).sin();
let footvertsr = (anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin();
let beltstatic = (anim_time as f32 * 10.0 * lab as f32 + PI / 2.0).sin();
let footvertlstatic = (anim_time as f32 * 10.0 * lab as f32).sin();
let footvertrstatic = (anim_time as f32 * 10.0 * lab as f32 + PI).sin();
@ -78,7 +71,6 @@ impl Animation for WieldAnimation {
* ((anim_time as f32 * lab as f32 * 16.0).sin());
let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
let side = velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x;
let strafeabs = (1.0 / (direction).abs() - 1.0).min(1.0);
let strafe = -((1.0 / (direction).abs() - 1.0).min(1.0)).copysign(side);
let ori: Vec2<f32> = Vec2::from(orientation);
@ -109,35 +101,6 @@ impl Animation for WieldAnimation {
s_a.chest.0,
s_a.chest.1 + shortalt * -1.5,
);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * strafeabs * 3.0,
s_a.foot.1
+ (1.0 - strafeabs) * (-1.5 + foothoril * -7.5)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - strafeabs) * (2.0 + ((footvertl * -2.1).max(-1.0)))
+ strafe * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - strafeabs) * (-0.2 + foothoril * -2.0) + strafeabs * -0.5,
) * Quaternion::rotation_y(
strafe * 0.3 + strafe * (foothoril * 0.3),
) * Quaternion::rotation_z(strafe * 0.2);
next.foot_r.position = Vec3::new(
s_a.foot.0 + footstrafer * strafeabs * 3.0,
s_a.foot.1
+ (1.0 - strafeabs) * (-1.5 + foothorir * -7.5)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - strafeabs) * (2.0 + ((footvertr * -2.1).max(-1.0)))
+ strafe * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - strafeabs) * (-0.2 + foothorir * -2.0) + strafeabs * -0.5,
) * Quaternion::rotation_y(
strafe * 0.3 + strafe * (foothorir * 0.3),
) * Quaternion::rotation_z(strafe * 0.2);
} else {
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
next.head.orientation =
@ -277,9 +240,9 @@ impl Animation for WieldAnimation {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
if speed > 0.5 && velocity.z == 0.0 {
next.hand_r.position = Vec3::new(
4.0 + s_a.hand.0 + foothoril * 1.3,
s_a.hand.1 + foothoril * -6.5,
5.0 + s_a.hand.2 - foothoril * 7.0,
7.0 + s_a.hand.0 + foothoril * 1.3,
-4.0 + s_a.hand.1 + foothoril * -7.0,
1.0 + s_a.hand.2 - foothoril * 5.5,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
* Quaternion::rotation_y(footrotl * -0.4);

View File

@ -438,13 +438,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Wolf, _) => (1.1),
(Frostfang, _) => (1.0),
(Mouflon, _) => (0.85),
(Catoblepas, _) => (0.8),
(Catoblepas, _) => (1.1),
(Bonerattler, _) => (1.0),
(Deer, _) => (0.85),
(Hirdrasil, _) => (0.85),
(Roshwalr, _) => (0.75),
(Donkey, _) => (0.85),
(Camel, _) => (0.85),
(Camel, _) => (1.0),
(Zebra, _) => (0.85),
(Antelope, _) => (1.0),
(Kelpie, _) => (0.85),

View File

@ -7,7 +7,7 @@ use std::{f32::consts::PI, ops::Mul};
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>, f32);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -16,7 +16,7 @@ impl Animation for RunAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori, global_time, avg_vel): Self::Dependency,
(velocity, orientation, last_ori, global_time, avg_vel, acc_vel): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -26,23 +26,21 @@ impl Animation for RunAnimation {
*rate = 1.0;
//let increasefreqtest = (((1.0/speed)*3.0).round()).min(5.0);
let lab = 0.72; //0.72
let amplitude = (speed / 24.0).max(0.25);
let amplitude2 = (speed * 1.4 / 24.0).sqrt().max(0.6);
let amplitude3 = (speed / 24.0).sqrt().max(0.35);
let amplitude = (speed / 24.0).max(0.125);
let amplitude2 = (speed * 1.4 / 24.0).sqrt().max(0.3);
let amplitude3 = (speed / 24.0).sqrt().max(0.175);
let speedmult = s_a.tempo;
let canceler = (speed / 24.0).sqrt();
let short = (((1.0)
/ (0.72
+ 0.28
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5)
.sin())
.powi(2)))
* ((acc_vel * (1.0) * lab as f32 * speedmult + PI * -0.15 - 0.5).sin())
.powi(2)))
.sqrt())
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5).sin());
* ((acc_vel * (1.0) * lab as f32 * speedmult + PI * -0.15 - 0.5).sin());
//
let shortalt =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 3.0 / 8.0 - 0.5).sin();
let shortalt = (acc_vel * (1.0) * lab as f32 * speedmult + PI * 3.0 / 8.0 - 0.5).sin();
let look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
@ -64,24 +62,20 @@ impl Animation for RunAnimation {
//FL
let foot1a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift1)
.sin(); //1.5
(acc_vel * (1.0) * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift1).sin(); //1.5
let foot1b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.1 + canceler * 0.05 + shift1)
.sin(); //1.9
(acc_vel * (1.0) * lab as f32 * speedmult + 1.1 + canceler * 0.05 + shift1).sin(); //1.9
//FR
let foot2a = (anim_time as f32 * (16.0) * lab as f32 * speedmult + shift2).sin(); //1.2
let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.1 + shift2).sin(); //1.6
let foot2a = (acc_vel * (1.0) * lab as f32 * speedmult + shift2).sin(); //1.0
let foot2b = (acc_vel * (1.0) * lab as f32 * speedmult + 1.1 + shift2).sin(); //1.0
//BL
let foot3a = (anim_time as f32 * (16.0) * lab as f32 * speedmult + shift3).sin(); //0.0
let foot3b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + shift3).sin(); //0.4
let foot3a = (acc_vel * (1.0) * lab as f32 * speedmult + shift3).sin(); //0.0
let foot3b = (acc_vel * (1.0) * lab as f32 * speedmult + 1.57 + shift3).sin(); //0.4
//BR
let foot4a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift4)
.sin(); //0.3
(acc_vel * (1.0) * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift4).sin(); //0.3
let foot4b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4)
.sin(); //0.7
(acc_vel * (1.0) * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4).sin(); //0.7
//
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);

View File

@ -757,6 +757,7 @@ impl FigureMgr {
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
),
state.state_time,
&mut state_animation_rate,
@ -1530,7 +1531,14 @@ impl FigureMgr {
(true, true, false) => {
anim::quadruped_medium::RunAnimation::update_skeleton(
&QuadrupedMediumSkeleton::default(),
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
(
vel.0.magnitude(),
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -1539,7 +1547,14 @@ impl FigureMgr {
//Swimming
(false, _, true) => anim::quadruped_medium::RunAnimation::update_skeleton(
&QuadrupedMediumSkeleton::default(),
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
(
vel.0.magnitude(),
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,