diff --git a/voxygen/src/anim/character/attack.rs b/voxygen/src/anim/character/attack.rs index de331b7ccf..d209f5fa22 100644 --- a/voxygen/src/anim/character/attack.rs +++ b/voxygen/src/anim/character/attack.rs @@ -9,12 +9,12 @@ pub struct Input { pub struct AttackAnimation; impl Animation for AttackAnimation { - type Dependency = (Option, f64); + type Dependency = (Option, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, - (active_tool_kind, _global_time): Self::Dependency, + (active_tool_kind, velocity, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, @@ -25,10 +25,9 @@ impl Animation for AttackAnimation { 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))) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 13.0).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 15.0).sin()); - + * ((anim_time as f32 * lab as f32 * 13.0).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(); @@ -52,7 +51,7 @@ impl Animation for AttackAnimation { Some(ToolKind::Sword(_)) => { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, - 0.0 + skeleton_attr.neck_forward, + -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(slow * 0.08) @@ -91,13 +90,18 @@ impl Animation for AttackAnimation { * 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.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 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, foot * -3.0, 8.0); + next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0); next.r_foot.ori = Quaternion::rotation_x(foot * 0.6); next.r_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Axe(_)) => { next.head.offset = Vec3::new( @@ -145,6 +149,11 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(-0.7 + slowax * -1.9); next.control.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Hammer(_)) => { next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0); @@ -159,13 +168,13 @@ impl Animation for AttackAnimation { * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); next.head.offset = Vec3::new( - 0.0 + skeleton_attr.neck_right + slower * 3.0, - 0.0 + skeleton_attr.neck_forward + slower * -3.0, + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 12.0, ); - 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.ori = Quaternion::rotation_z(slower * 0.05) + * Quaternion::rotation_x(0.0 + slower * 0.05) + * Quaternion::rotation_y(slower * 0.05); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0); @@ -181,12 +190,53 @@ impl Animation for AttackAnimation { 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.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; + + if velocity > 0.5 { + next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0); + next.l_foot.ori = Quaternion::rotation_x(foot * -0.4) + * Quaternion::rotation_z((slower * 0.6).max(0.0)); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(foot * 0.4) + * Quaternion::rotation_z((slower * 0.6).max(0.0)); + next.r_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.15); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + } else { + next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (slower * 2.5).max(0.0)); + next.l_foot.ori = Quaternion::rotation_x(slower * -0.2 - 0.2) + * Quaternion::rotation_z((slower * 1.0).max(0.0)); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(3.4, 3.5 - slower * 2.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(slower * 0.1) + * Quaternion::rotation_z((slower * 0.5).max(0.0)); + next.r_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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(-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(); + + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Staff(_)) => { next.head.offset = Vec3::new( @@ -233,6 +283,11 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(slow * 1.5) * Quaternion::rotation_z(1.4 + slow * 0.5); next.control.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Shield(_)) => { next.head.offset = Vec3::new( @@ -285,6 +340,11 @@ impl Animation for AttackAnimation { * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Bow(_)) => { next.head.offset = Vec3::new( @@ -335,6 +395,11 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Dagger(_)) => { next.head.offset = Vec3::new( @@ -387,6 +452,11 @@ impl Animation for AttackAnimation { * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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; }, Some(ToolKind::Debug(_)) => { next.head.offset = Vec3::new( @@ -439,9 +509,15 @@ impl Animation for AttackAnimation { * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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.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; @@ -458,11 +534,6 @@ impl Animation for AttackAnimation { next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.scale = Vec3::one() * 0.0; - next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - 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.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(); diff --git a/voxygen/src/anim/character/charge.rs b/voxygen/src/anim/character/charge.rs index fe13b51fe8..ea7d2d34ad 100644 --- a/voxygen/src/anim/character/charge.rs +++ b/voxygen/src/anim/character/charge.rs @@ -1,6 +1,5 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; -use std::f32::consts::PI; use vek::*; pub struct Input { @@ -21,7 +20,7 @@ impl Animation for ChargeAnimation { ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); - + let constant = 8.0; let lab = 1.0; let foot = (((5.0) @@ -29,36 +28,18 @@ impl Animation for ChargeAnimation { .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()); - 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, - ); + match active_tool_kind { //TODO: Inventory @@ -98,9 +79,9 @@ impl Animation for ChargeAnimation { next.main.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.ori = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(1.4 + slow * 0.1); 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); @@ -109,360 +90,17 @@ impl Animation for ChargeAnimation { 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.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.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_x(0.5); + 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; diff --git a/voxygen/src/anim/character/cidle.rs b/voxygen/src/anim/character/cidle.rs deleted file mode 100644 index 80613193cb..0000000000 --- a/voxygen/src/anim/character/cidle.rs +++ /dev/null @@ -1,285 +0,0 @@ -use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; - -use common::comp::item::ToolKind; -use std::{f32::consts::PI, ops::Mul}; -use vek::*; - -pub struct Input { - pub attack: bool, -} -pub struct CidleAnimation; - -impl Animation for CidleAnimation { - type Dependency = (Option, f64); - type Skeleton = CharacterSkeleton; - - fn update_skeleton( - skeleton: &Self::Skeleton, - (active_tool_kind, global_time): Self::Dependency, - anim_time: f64, - _rate: &mut f32, - skeleton_attr: &SkeletonAttr, - ) -> Self::Skeleton { - let mut next = (*skeleton).clone(); - - let wave_ultra_slow = (anim_time as f32 * 0.5 + PI).sin(); - let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); - let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos(); - let wave_slow = (anim_time as f32 * 6.0 + PI).sin(); - - let head_look = Vec2::new( - ((global_time + anim_time) as f32 / 1.5) - .floor() - .mul(7331.0) - .sin() - * 0.3, - ((global_time + anim_time) as f32 / 1.5) - .floor() - .mul(1337.0) - .sin() - * 0.15, - ); - next.head.offset = Vec3::new( - 0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.5, - -2.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.6, - ); - next.head.ori = - Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5); - next.chest.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.04); - 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.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.03); - 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.ori = Quaternion::rotation_x(0.0); - next.shorts.scale = Vec3::one(); - - match active_tool_kind { - //TODO: Inventory - Some(ToolKind::Sword(_)) => { - next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0); - next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2); - next.l_hand.scale = Vec3::one() * 1.04; - next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0); - next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3); - next.r_hand.scale = Vec3::one() * 1.05; - next.main.offset = Vec3::new(0.0, 0.0, -6.0); - next.main.ori = Quaternion::rotation_x(-0.1) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - 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::Axe(_)) => { - next.l_hand.offset = Vec3::new( - -6.5 + wave_ultra_slow_cos * 1.0, - -0.5 + wave_ultra_slow_cos * 0.5, - 6.0 + wave_ultra_slow * 1.0, - ); - next.l_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(-0.25); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new( - -3.0 + wave_ultra_slow_cos * 1.0, - 6.5 + wave_ultra_slow_cos * 0.5, - 6.0 + wave_ultra_slow * 1.0, - ); - next.r_hand.ori = Quaternion::rotation_x(0.13) - * Quaternion::rotation_z(2.98) - * Quaternion::rotation_y(-0.50); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -5.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, - 8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, - -0.5 + wave_ultra_slow * 1.0, - ); - next.main.ori = Quaternion::rotation_x(1.70) - * Quaternion::rotation_y(-0.25) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Hammer(_)) => { - next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0); - next.l_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25); - next.r_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - 5.0 + skeleton_attr.weapon_x, - 8.75 + skeleton_attr.weapon_y, - -2.5, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.27) - * Quaternion::rotation_z(wave_ultra_slow * 0.2); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Staff(_)) => { - next.l_hand.offset = Vec3::new( - -6.0 + wave_ultra_slow_cos * 1.0, - 1.0 + wave_ultra_slow_cos * 0.5, - 5.0 + wave_ultra_slow * 1.0, - ); - next.l_hand.ori = Quaternion::rotation_x(1.27); - next.l_hand.scale = Vec3::one() * 1.0; - next.r_hand.offset = Vec3::new( - -6.0 + wave_ultra_slow_cos * 1.0, - -1.5 + wave_ultra_slow_cos * 0.5, - -2.0 + wave_ultra_slow * 1.0, - ); - next.r_hand.ori = Quaternion::rotation_x(1.27); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, - 8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, - 17.0 + wave_ultra_slow * 1.0, - ); - next.main.ori = Quaternion::rotation_x(-0.3 + PI) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Shield(_)) => { - next.l_hand.offset = Vec3::new( - -6.0 + wave_ultra_slow_cos * 1.0, - 3.5 + wave_ultra_slow_cos * 0.5, - 0.0 + wave_ultra_slow * 1.0, - ); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new( - -6.0 + wave_ultra_slow_cos * 1.0, - 3.0 + wave_ultra_slow_cos * 0.5, - -2.0 + wave_ultra_slow * 1.0, - ); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, - 4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, - 0.0 + wave_ultra_slow * 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(); - }, - Some(ToolKind::Bow(_)) => { - next.l_hand.offset = Vec3::new( - -1.0 + wave_ultra_slow_cos * 1.0, - 3.0 + wave_ultra_slow_cos * 0.5, - 5.0 + wave_ultra_slow * 1.0, - ); - next.l_hand.ori = Quaternion::rotation_x(PI / 2.0) - * Quaternion::rotation_y(-0.3) - * Quaternion::rotation_z(0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new( - 1.0 + wave_ultra_slow_cos * 1.0, - 8.0 + wave_ultra_slow_cos * 0.5, - 2.5 + wave_ultra_slow * 1.0, - ); - next.r_hand.ori = Quaternion::rotation_x(PI / 2.0) - * Quaternion::rotation_y(0.3) - * Quaternion::rotation_z(0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -4.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, - 15.0 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, - -4.0 + wave_ultra_slow * 1.0, - ); - next.main.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(0.4) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Dagger(_)) => { - next.l_hand.offset = Vec3::new( - -6.0 + wave_ultra_slow_cos * 1.0, - 3.5 + wave_ultra_slow_cos * 0.5, - 0.0 + wave_ultra_slow * 1.0, - ); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Debug(_)) => { - next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0); - next.l_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25); - next.r_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - 5.0 + skeleton_attr.weapon_x, - 8.75 + skeleton_attr.weapon_y, - -2.5, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.27) - * Quaternion::rotation_z(wave_ultra_slow * 0.2); - next.main.scale = Vec3::one(); - }, - _ => {}, - } - next.l_foot.offset = Vec3::new(-3.4, -1.5, 8.0 + wave_slow * 0.2); - next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.015); - next.l_foot.scale = Vec3::one(); - - next.r_foot.offset = Vec3::new(3.4, 3.0, 8.0 + wave_slow_cos * 0.2); - next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.015); - next.r_foot.scale = Vec3::one(); - - next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); - next.l_shoulder.ori = Quaternion::rotation_x(0.0); - next.l_shoulder.scale = Vec3::one() * 1.1; - - next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); - next.r_shoulder.ori = Quaternion::rotation_x(0.0); - next.r_shoulder.scale = Vec3::one() * 1.1; - - next.glider.offset = Vec3::new(0.0, 5.0, 0.0); - next.glider.ori = Quaternion::rotation_y(0.0); - next.glider.scale = Vec3::one() * 0.0; - - next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); - next.lantern.ori = Quaternion::rotation_x(0.0); - next.lantern.scale = Vec3::one() * 0.0; - - next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - - next - } -} diff --git a/voxygen/src/anim/character/crun.rs b/voxygen/src/anim/character/crun.rs deleted file mode 100644 index fe28dc3770..0000000000 --- a/voxygen/src/anim/character/crun.rs +++ /dev/null @@ -1,175 +0,0 @@ -use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; -use common::comp::item::ToolKind; -use std::{f32::consts::PI, ops::Mul}; -use vek::*; - -pub struct WieldAnimation; - -impl Animation for WieldAnimation { - type Dependency = (f32, f64); - type Skeleton = CharacterSkeleton; - - fn update_skeleton( - skeleton: &Self::Skeleton, - (velocity, global_time): Self::Dependency, - anim_time: f64, - rate: &mut f32, - skeleton_attr: &SkeletonAttr, - ) -> Self::Skeleton { - let mut next = (*skeleton).clone(); - - let wave = (anim_time as f32 * 12.0).sin(); - let wave_cos = (anim_time as f32 * 12.0).cos(); - let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin(); - let wave_cos_dub = (anim_time as f32 * 24.0).cos(); - let wave_stop = (anim_time as f32 * 5.0).min(PI / 2.0).sin(); - - let head_look = Vec2::new( - ((global_time + anim_time) as f32 / 2.0) - .floor() - .mul(7331.0) - .sin() - * 0.2, - ((global_time + anim_time) as f32 / 2.0) - .floor() - .mul(1337.0) - .sin() - * 0.1, - ); - - match ToolKind::Bow { - //TODO: Inventory - Some(ToolKind::Sword(_)) => { - next.l_hand.offset = Vec3::new(0.0, -5.0, -5.0); - 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, -6.0, -8.0); - next.r_hand.ori = Quaternion::rotation_x(1.27); - next.r_hand.scale = Vec3::one() * 1.05; - next.main.offset = Vec3::new(0.0, 0.0, -6.0); - 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, 4.0, 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(); - }, - ToolKind::Axe => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.weapon.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.weapon.scale = Vec3::one(); - }, - ToolKind::Hammer => { - next.l_hand.offset = Vec3::new(-7.0, 8.25, 3.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.2) - * Quaternion::rotation_z(wave * -0.25); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(7.0, 7.0, -1.5); - next.r_hand.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.2) - * Quaternion::rotation_z(wave * -0.25); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - 5.0 + skeleton_attr.weapon_x, - 8.75 + skeleton_attr.weapon_y, - -2.0, - ); - next.weapon.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.2) - * Quaternion::rotation_z(wave * -0.25); - next.weapon.scale = Vec3::one(); - }, - ToolKind::Staff => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.weapon.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.weapon.scale = Vec3::one(); - }, - ToolKind::SwordShield => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.weapon.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.weapon.scale = Vec3::one(); - }, - ToolKind::Bow => { - next.l_hand.offset = Vec3::new(-4.0, 5.0, 0.0); - next.l_hand.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.9) - * Quaternion::rotation_z(0.85); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(2.0, 8.0, -3.5); - next.r_hand.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.7) - * Quaternion::rotation_z(0.85); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - 9.0 + skeleton_attr.weapon_x, - 10.0 + skeleton_attr.weapon_y, - -3.0, - ); - next.weapon.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.7) - * Quaternion::rotation_z(0.85 + 3.14); - next.weapon.scale = Vec3::one(); - }, - ToolKind::Daggers => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.weapon.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.weapon.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.weapon.scale = Vec3::one(); - }, - } - - next - } -} diff --git a/voxygen/src/anim/character/equip.rs b/voxygen/src/anim/character/equip.rs index 35fb623223..0d13df9c37 100644 --- a/voxygen/src/anim/character/equip.rs +++ b/voxygen/src/anim/character/equip.rs @@ -12,33 +12,31 @@ impl Animation for EquipAnimation { fn update_skeleton( skeleton: &Self::Skeleton, - (active_tool_kind, _velocity, global_time): Self::Dependency, + (active_tool_kind, velocity, 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 lab = 1.0; let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.6).sin()); + * ((anim_time as f32 * lab as f32 * 10.6).sin()); let short = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.6).sin()); - let long = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 0.8).sin()); + * ((anim_time as f32 * lab as f32 * 10.6).sin()); - let equip_slow = 1.0 + (anim_time as f32 * 1.2 + PI).cos(); - let equip_slowa = 1.0 + (anim_time as f32 * 1.2 + PI / 4.0).cos(); + let equip_slow = 1.0 + (anim_time as f32 * 12.0 + PI).cos(); + let equip_slowa = 1.0 + (anim_time as f32 * 12.0 + PI / 4.0).cos(); - let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); - let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); + let wave_ultra_slow = (anim_time as f32 * 10.0 + PI).sin(); + let wave_ultra_slow_cos = (anim_time as f32 * 30.0 + PI).cos(); - let wave = (anim_time as f32 * 1.0).sin(); + let wave = (anim_time as f32 * 10.0).sin(); match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { @@ -217,15 +215,25 @@ impl Animation for EquipAnimation { .sin() * 0.1, ); + + + + if velocity > 0.5 { next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 13.0 + short * 0.2, ); - next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2) + next.head.ori = Quaternion::rotation_z(head_look.x- short * 0.2) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; + next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0); + next.l_foot.ori = Quaternion::rotation_x(foot * -1.2); + next.l_foot.scale = Vec3::one(); + next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0); + next.r_foot.ori = Quaternion::rotation_x(foot * 1.2); + next.r_foot.scale = Vec3::one(); next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1); next.chest.ori = Quaternion::rotation_z(short * 0.2); next.chest.scale = Vec3::one(); @@ -238,17 +246,45 @@ impl Animation for EquipAnimation { 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); - next.l_foot.ori = Quaternion::rotation_x(foot * -1.2); - next.l_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(-0.2); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0); - next.r_foot.ori = Quaternion::rotation_x(foot * 1.2); - next.r_foot.scale = Vec3::one(); - next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(-0.2); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - next + } else { + next.head.offset = Vec3::new( + 0.0, + -3.0 + skeleton_attr.neck_forward, + skeleton_attr.neck_height + 13.0 + short * 0.2, + ); + next.head.ori = Quaternion::rotation_z(head_look.x) + * Quaternion::rotation_x(head_look.y); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0); + next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0); + next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035); + next.r_foot.scale = Vec3::one(); + + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(0.0); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, -2.0); + next.belt.ori = Quaternion::rotation_z(0.0); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); + next.shorts.ori = Quaternion::rotation_z(0.0); + next.shorts.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_x(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + } + next + } } diff --git a/voxygen/src/anim/character/idleequip.rs b/voxygen/src/anim/character/idleequip.rs deleted file mode 100644 index be36ef275c..0000000000 --- a/voxygen/src/anim/character/idleequip.rs +++ /dev/null @@ -1,252 +0,0 @@ -use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; -use common::comp::item::ToolKind; -use std::{f32::consts::PI, ops::Mul}; - -use vek::*; - -pub struct IdleEquipAnimation; - -impl Animation for IdleEquipAnimation { - type Dependency = (Option, f32, f64); - type Skeleton = CharacterSkeleton; - - fn update_skeleton( - skeleton: &Self::Skeleton, - (active_tool_kind, _velocity, global_time): Self::Dependency, - anim_time: f64, - _rate: &mut f32, - skeleton_attr: &SkeletonAttr, - ) -> Self::Skeleton { - let mut next = (*skeleton).clone(); - let _lab = 1.0; - let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos(); - let equip_slow = 1.0 + (anim_time as f32 * 10.0 + PI).cos(); - let equip_slowa = 1.0 + (anim_time as f32 * 10.0 + PI / 4.0).cos(); - - let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); - let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); - - let wave = (anim_time as f32 * 1.0).sin(); - match active_tool_kind { - //TODO: Inventory - Some(ToolKind::Sword(_)) => { - next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0); - next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(-0.2); - next.l_hand.scale = Vec3::one() * 1.04; - next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0); - next.r_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.3); - next.r_hand.scale = Vec3::one() * 1.05; - next.main.offset = Vec3::new(0.0, 0.0, -6.0); - next.main.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - - next.control.offset = - Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5); - next.control.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(2.5) - * Quaternion::rotation_z(1.57); - next.control.scale = Vec3::one(); - }, - Some(ToolKind::Axe(_)) => { - next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0); - 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, 4.0); - 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, -1.0); - 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, 0.0); - next.control.ori = Quaternion::rotation_x(0.2) - * Quaternion::rotation_y(-0.3) - * Quaternion::rotation_z(0.0); - next.control.scale = Vec3::one(); - }, - Some(ToolKind::Hammer(_)) => { - next.l_hand.offset = Vec3::new(-7.0 + 9.0, 4.6 + 1.5, 7.5 - 1.6); - next.l_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.32); - next.l_hand.scale = Vec3::one() * 1.08; - next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0); - next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22); - next.r_hand.scale = Vec3::one() * 1.06; - next.main.offset = Vec3::new(6.0, 7.0, 0.0); - next.main.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(-1.35) - * Quaternion::rotation_z(1.57); - next.main.scale = Vec3::one(); - - next.control.offset = - Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5); - next.control.ori = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(1.35 + 2.5) - * Quaternion::rotation_z(0.0); - next.control.scale = Vec3::one(); - }, - Some(ToolKind::Staff(_)) => { - next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0); - next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3); - next.l_hand.scale = Vec3::one() * 1.05; - next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0); - next.r_hand.ori = Quaternion::rotation_x(1.8) - * Quaternion::rotation_y(0.5) - * Quaternion::rotation_z(-0.27); - next.r_hand.scale = Vec3::one() * 1.05; - next.main.offset = Vec3::new(11.0, 9.0, 10.0); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(3.14 + 0.3) - * Quaternion::rotation_z(0.9); - next.main.scale = Vec3::one(); - - next.control.offset = Vec3::new(-7.0, 6.0, 6.0); - next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(wave_ultra_slow_cos * 0.1); - next.control.scale = Vec3::one(); - }, - Some(ToolKind::Shield(_)) => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Bow(_)) => { - next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0); - next.l_hand.ori = Quaternion::rotation_x(1.20) - * 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, -5.0); - next.r_hand.ori = Quaternion::rotation_x(1.20) - * 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(wave_ultra_slow * 0.2) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(wave_ultra_slow_cos * 0.1); - next.control.scale = Vec3::one(); - }, - Some(ToolKind::Dagger(_)) => { - next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); - next.l_hand.ori = Quaternion::rotation_x(-0.3); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); - next.r_hand.ori = Quaternion::rotation_x(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - -6.0 + skeleton_attr.weapon_x, - 4.5 + skeleton_attr.weapon_y, - 0.0, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.main.scale = Vec3::one(); - }, - Some(ToolKind::Debug(_)) => { - next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0); - next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - next.l_hand.scale = Vec3::one() * 1.01; - next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25); - next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(-0.3); - next.r_hand.scale = Vec3::one() * 1.01; - next.main.offset = Vec3::new( - 5.0 + skeleton_attr.weapon_x, - 8.75 + skeleton_attr.weapon_y, - -2.0, - ); - next.main.ori = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(-1.27) - * Quaternion::rotation_z(wave * -0.25); - next.main.scale = Vec3::one(); - }, - _ => {}, - } - let head_look = Vec2::new( - ((global_time + anim_time) as f32 / 10.0) - .floor() - .mul(7331.0) - .sin() - * 0.2, - ((global_time + anim_time) as f32 / 10.0) - .floor() - .mul(1337.0) - .sin() - * 0.1, - ); - next.head.offset = Vec3::new( - 0.0 + skeleton_attr.neck_right, - -2.0 + skeleton_attr.neck_forward, - 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()); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5); - next.chest.ori = - 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, 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, 0.0, -5.0); - next.shorts.ori = Quaternion::rotation_z(0.3); - next.shorts.scale = Vec3::one(); - - next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0); - next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2); - next.l_foot.scale = Vec3::one(); - - next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0); - next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035); - next.r_foot.scale = Vec3::one(); - - next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(0.0); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - - 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/mod.rs b/voxygen/src/anim/character/mod.rs index 6d4beec894..35c62523f6 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -2,12 +2,10 @@ pub mod attack; pub mod block; pub mod blockidle; pub mod charge; -pub mod cidle; pub mod climb; pub mod equip; pub mod gliding; pub mod idle; -pub mod idleequip; pub mod idlewield; pub mod jump; pub mod roll; @@ -22,8 +20,8 @@ pub mod wield; // Reexports pub use self::{ attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation, - charge::ChargeAnimation, cidle::CidleAnimation, climb::ClimbAnimation, equip::EquipAnimation, - gliding::GlidingAnimation, idle::IdleAnimation, idleequip::IdleEquipAnimation, + charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation, + gliding::GlidingAnimation, idle::IdleAnimation, idlewield::IdleWieldAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation, diff --git a/voxygen/src/anim/character/shoot.rs b/voxygen/src/anim/character/shoot.rs index 2dabf92d94..2e4bfdd978 100644 --- a/voxygen/src/anim/character/shoot.rs +++ b/voxygen/src/anim/character/shoot.rs @@ -2,43 +2,34 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use vek::*; -pub struct Input { - pub attack: bool, -} pub struct ShootAnimation; impl Animation for ShootAnimation { - type Dependency = (Option, f64); + type Dependency = (Option, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, - (active_tool_kind, _global_time): Self::Dependency, + (active_tool_kind, velocity, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; + let mut next = (*skeleton).clone(); let lab = 1.0; - 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 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 quick = (((5.0) / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 2.0).cos()); - 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 sloweralt = (((5.0) / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).cos()).powf(2.0 as f32))) .sqrt()) @@ -70,71 +61,6 @@ impl Animation for ShootAnimation { match active_tool_kind { //TODO: Inventory - Some(ToolKind::Sword(_)) => { - 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.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::Axe(_)) => { - 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::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.control.offset = Vec3::new(-6.0, 3.0, 5.0 + 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.l_hand.offset = Vec3::new(1.0, -2.0, -5.0); next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3); @@ -156,31 +82,6 @@ impl Animation for ShootAnimation { * Quaternion::rotation_z(quick * 1.5); next.control.scale = Vec3::one(); }, - Some(ToolKind::Shield(_)) => { - 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.l_hand.offset = Vec3::new( 1.0 - sloweralt * 2.0, @@ -208,58 +109,38 @@ impl Animation for ShootAnimation { * Quaternion::rotation_z(0.0); next.control.scale = Vec3::one(); }, - Some(ToolKind::Dagger(_)) => { - 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.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(); - }, _ => {}, } + if velocity > 0.5 { + next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0); + next.l_foot.ori = Quaternion::rotation_x(foot * -0.4); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(foot * 0.4); + next.r_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(-0.15) + * Quaternion::rotation_y(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + } else { + next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (quick * 2.5).max(0.0)); + next.l_foot.ori = Quaternion::rotation_x(quick * -0.2 - 0.2) + * Quaternion::rotation_z((quick * 1.0).max(0.0)); + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(3.4, 3.5 - quick * 2.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(quick * 0.1) + * Quaternion::rotation_z((quick * 0.5).max(0.0)); + next.r_foot.scale = Vec3::one(); + next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; + next.torso.ori = 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.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; @@ -276,11 +157,6 @@ impl Animation for ShootAnimation { next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.scale = Vec3::one() * 0.0; - next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - 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.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(); diff --git a/voxygen/src/anim/character/sneak.rs b/voxygen/src/anim/character/sneak.rs deleted file mode 100644 index 8872add2fb..0000000000 --- a/voxygen/src/anim/character/sneak.rs +++ /dev/null @@ -1,147 +0,0 @@ -use super::{ - super::{Animation, }, - CharacterSkeleton,SkeletonAttr -}; -use std::f32::consts::PI; -use std::ops::Mul; -use vek::*; - -pub struct SneakAnimation; - -impl Animation for SneakAnimation { - type Skeleton = CharacterSkeleton; - type Dependency = (Vec3, Vec3, Vec3, f64); - - fn update_skeleton( - skeleton: &Self::Skeleton, - (velocity, orientation, last_ori, global_time): Self::Dependency, - anim_time: f64, - rate: &mut f32, - skeleton_attr: &SkeletonAttr, - ) -> Self::Skeleton { - let mut next = (*skeleton).clone(); - - let speed = Vec2::::from(velocity).magnitude(); - *rate = speed; - - let constant = 1.0; - let wave = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.2).sin()); - let wavecos = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.2).cos()); - 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()); - let wave_slow = (anim_time as f32 * 0.1).sin(); - let wave_diff = (anim_time as f32 * 0.6).sin(); - let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin(); - let head_look = Vec2::new( - ((global_time + anim_time) as f32 * 0.25) - .floor() - .mul(7331.0) - .sin() - * 0.4, - ((global_time + anim_time) as f32 * 0.25) - .floor() - .mul(1337.0) - .sin() - * 0.2, - ); - - let ori = Vec2::from(orientation); - let last_ori = Vec2::from(last_ori); - - let tilt = if Vec2::new(ori, last_ori) - .map(|o| Vec2::::from(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(0.5) - * last_ori.determine_side(Vec2::zero(), ori).signum() - } else { - 0.0 - } * 1.3; - - next.head.offset = Vec3::new( - 0.0, - 0.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 16.0, - ); - next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1) - * Quaternion::rotation_x(head_look.y + 0.05); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.offset = Vec3::new(0.0, -1.5, 3.0 + wave_slow * 2.0); - next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(wave * 0.15); - next.chest.scale = Vec3::one(); - - next.belt.offset = Vec3::new(0.0, 0.0, 1.5 + wave_cos * 0.3); - next.belt.ori = Quaternion::rotation_x(-0.1) * Quaternion::rotation_z(wave * 0.25); - next.belt.scale = Vec3::one(); - - next.shorts.offset = Vec3::new(0.0, 1.0, -1.0 + wave_cos * 0.3); - next.shorts.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(wave * 0.4); - next.shorts.scale = Vec3::one(); - - next.l_hand.offset = Vec3::new(-5.0 + wave_stop * -0.5, 2.25, 4.0 - wave * 1.0); - next.l_hand.ori = - Quaternion::rotation_x(1.5 + wave_cos * 0.1) * Quaternion::rotation_y(wave_stop * 0.1); - next.l_hand.scale = Vec3::one(); - - next.r_hand.offset = Vec3::new(5.0 + wave_stop * 0.5, 2.25, 4.0 + wave * 1.0); - next.r_hand.ori = Quaternion::rotation_x(1.5 + wave_cos * -0.1) - * Quaternion::rotation_y(wave_stop * -0.1); - next.r_hand.scale = Vec3::one(); - - next.l_foot.offset = Vec3::new(-3.4, 5.0 + wave * -3.0, 4.0); - next.l_foot.ori = Quaternion::rotation_x(-0.8 + wavecos * 0.15); - next.l_foot.scale = Vec3::one(); - - next.r_foot.offset = Vec3::new(3.4, 5.0 + wave * 3.0, 4.0); - next.r_foot.ori = Quaternion::rotation_x(-0.8 - wavecos * 0.15); - next.r_foot.scale = Vec3::one(); - - next.main.offset = Vec3::new( - -7.0 + skeleton_attr.weapon_x, - -5.0 + skeleton_attr.weapon_y, - 15.0, - ); - next.main.ori = - Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25); - next.main.scale = Vec3::one(); - - next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); - next.l_shoulder.ori = Quaternion::rotation_x(wavecos * 0.05); - next.l_shoulder.scale = Vec3::one() * 1.1; - - next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); - next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.05); - next.r_shoulder.scale = Vec3::one() * 1.1; - - next.glider.offset = Vec3::new(0.0, 5.0, 0.0); - next.glider.ori = Quaternion::rotation_y(0.0); - next.glider.scale = Vec3::one() * 0.0; - - next.lantern.offset = Vec3::new(0.0, 5.0, 0.0); - next.lantern.ori = Quaternion::rotation_y(0.0); - next.lantern.scale = Vec3::one() * 0.0; - - next.torso.offset = Vec3::new(0.0, 0.3 + wave * -0.08, 0.4) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_x(wave_stop * speed * -0.03 + wave_diff * speed * -0.005) - * Quaternion::rotation_y(tilt); - next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - - next - } -} diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 91e0860c82..446f91e181 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -473,7 +473,7 @@ impl FigureMgr { CharacterState::BasicMelee(_) => { anim::character::AttackAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -482,7 +482,7 @@ impl FigureMgr { CharacterState::BasicRanged(_) => { anim::character::ShootAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -491,7 +491,7 @@ impl FigureMgr { CharacterState::Boost(_) => { anim::character::AttackAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -509,7 +509,7 @@ impl FigureMgr { CharacterState::TripleStrike(s) => match s.stage { 0 => anim::character::AttackAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -523,7 +523,7 @@ impl FigureMgr { ), _ => anim::character::AttackAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -532,7 +532,7 @@ impl FigureMgr { CharacterState::TimedCombo(s) => match s.stage { 0 | 2 => anim::character::AttackAnimation::update_skeleton( &target_base, - (active_tool_kind, time), + (active_tool_kind, vel.0.magnitude(), time), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -565,7 +565,6 @@ impl FigureMgr { ) }*/ CharacterState::Equipping { .. } => { - if vel.0.magnitude_squared() > 0.5 { anim::character::EquipAnimation::update_skeleton( &target_base, (active_tool_kind, vel.0.magnitude(), time), @@ -573,15 +572,6 @@ impl FigureMgr { &mut state_animation_rate, skeleton_attr, ) - } else { - anim::character::IdleEquipAnimation::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 {