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https://gitlab.com/veloren/veloren.git
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Merge branch 'slipped/animtweaks' into 'master'
accel based run See merge request veloren/veloren!1628
This commit is contained in:
commit
a365ca7e9d
@ -161,7 +161,7 @@ impl Body {
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Body::QuadrupedSmall(_) => 0.4,
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Body::QuadrupedMedium(body) => match body.species {
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quadruped_medium::Species::Grolgar => 1.9,
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quadruped_medium::Species::Tarasque => 2.2,
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quadruped_medium::Species::Tarasque => 1.8,
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quadruped_medium::Species::Lion => 1.9,
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quadruped_medium::Species::Saber => 1.8,
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quadruped_medium::Species::Catoblepas => 1.7,
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@ -179,7 +179,7 @@ impl Body {
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theropod::Species::Snowraptor => 0.5,
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theropod::Species::Sandraptor => 0.5,
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theropod::Species::Woodraptor => 0.5,
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_ => 0.9,
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_ => 1.8,
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},
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Body::BirdMedium(_) => 0.35,
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Body::FishMedium(_) => 0.35,
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@ -228,7 +228,12 @@ impl Body {
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quadruped_low::Species::Maneater => 4.0,
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_ => 1.3,
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},
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Body::Theropod(_) => 3.0,
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Body::Theropod(body) => match body.species {
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theropod::Species::Snowraptor => 2.5,
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theropod::Species::Sandraptor => 2.5,
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theropod::Species::Woodraptor => 2.5,
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_ => 8.0,
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},
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Body::BirdMedium(body) => match body.species {
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bird_medium::Species::Cockatrice => 1.8,
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_ => 1.1,
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@ -1 +1 @@
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nightly-2020-12-09
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nightly-2020-12-09
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@ -3,7 +3,7 @@ use super::{
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
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use std::{f32::consts::PI, ops::Mul};
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pub struct IdleAnimation;
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@ -17,67 +17,78 @@ impl Animation for IdleAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")]
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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, _global_time): Self::Dependency,
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(active_tool_kind, second_tool_kind, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 1.0).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin();
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let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0,
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s_a.head.1 + wave_ultra_slow * 0.1 + head_abs * -0.5,
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let slow = (anim_time as f32 * 1.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 12.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.1,
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((global_time + anim_time) as f32 / 12.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.05,
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);
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.scale = Vec3::one() * 1.01;
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.back.scale = Vec3::one() * 1.02;
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next.hold.scale = Vec3::one() * 0.0;
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.head.scale = Vec3::one() * s_a.head_scale - head_abs * 0.05;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
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next.head.orientation =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_ultra_slow * 0.1);
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next.chest.scale = Vec3::one() + head_abs * 0.05;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
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next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.6);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + wave_ultra_slow * 0.1);
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next.belt.orientation = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one() - head_abs * 0.05;
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1 + wave_ultra_slow * 0.1);
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next.shorts.orientation = Quaternion::rotation_x(0.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1 + wave_ultra_slow_cos * 0.15,
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s_a.hand.2 + wave_ultra_slow * 0.5,
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s_a.hand.1 + slow * 0.15,
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s_a.hand.2 + slow * 0.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1 + wave_ultra_slow_cos * 0.15,
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s_a.hand.2 + wave_ultra_slow * 0.5 + head_abs * -0.05,
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s_a.hand.1 + slow * 0.15,
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s_a.hand.2 + slow * 0.5,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_l.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_r.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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match active_tool_kind {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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@ -123,11 +134,9 @@ impl Animation for IdleAnimation {
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next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, -0.2, 0.1) * s_a.scaler;
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next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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@ -283,13 +283,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 3.64),
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},
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sthl: match (body.species, body.body_type) {
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(_, _) => (0.0, 0.0, 1.0, 1.27, 0.0, 0.0),
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(_, _) => (0.0, 0.0, 6.0, 1.97, 0.0, 0.0),
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},
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sthr: match (body.species, body.body_type) {
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(_, _) => (0.0, 0.0, 7.0, 1.57, 0.2, 0.0),
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(_, _) => (0.0, 0.0, 0.0, 1.27, 0.2, 0.0),
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},
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stc: match (body.species, body.body_type) {
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(_, _) => (-5.0, 5.0, -1.0, -0.3, 0.15, 0.0),
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(_, _) => (-5.0, 7.0, -2.0, -0.3, 0.15, 0.0),
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},
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ahl: match (body.species, body.body_type) {
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(_, _) => (-0.5, -1.0, 7.0, 1.17, PI, 0.0),
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@ -15,6 +15,7 @@ type RunAnimationDependency = (
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Vec3<f32>,
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f64,
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Vec3<f32>,
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f32,
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);
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impl Animation for RunAnimation {
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@ -28,7 +29,16 @@ impl Animation for RunAnimation {
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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, avg_vel): Self::Dependency,
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(
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active_tool_kind,
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second_tool_kind,
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velocity,
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orientation,
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last_ori,
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global_time,
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avg_vel,
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acc_vel,
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): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -38,48 +48,61 @@ impl Animation for RunAnimation {
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let impact = (avg_vel.z).max(-8.0);
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let speednorm = speed / 9.4;
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
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let walk = if speed > 5.0 { 1.0 } else { 0.5 };
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let lower = if speed > 5.0 { 0.0 } else { 1.0 };
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let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
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let lab = 1.0;
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let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
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let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
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let footrotl = (((1.0)
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/ (0.5
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+ (0.5)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin()).powi(2)))
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/ (0.5 + (0.5) * ((acc_vel * 1.6 * lab as f32 + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
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* ((acc_vel * 1.6 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.5
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+ (0.5)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin()).powi(2)))
|
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/ (0.5 + (0.5) * ((acc_vel * 1.6 * lab as f32 + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
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* ((acc_vel * 1.6 * lab as f32 + PI * 0.4).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powi(2)))
|
||||
.sqrt())
|
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* ((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);
|
||||
|
@ -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);
|
||||
|
@ -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),
|
||||
|
@ -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);
|
||||
|
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user