proper cycles on quadmed movement

This commit is contained in:
jshipsey 2020-08-28 03:12:25 -04:00
parent 1097dbcc25
commit aa440c02bb

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@ -25,7 +25,7 @@ impl Animation for RunAnimation {
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
//let increasefreqtest = (((1.0/speed)*3.0).round()).min(5.0);
let lab = 0.6; //6
let lab = 0.1; //6
let amplitude = (speed / 24.0).max(0.25);
let amplitude2 = (speed * 1.4 / 24.0).max(0.6);
let amplitude3 = (speed / 24.0).max(0.35);
@ -38,13 +38,15 @@ impl Animation for RunAnimation {
let short = (((1.0)
/ (0.72
+ 0.28
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15).sin())
.powf(2.0 as f32)))
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5)
.sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15).sin());
* ((anim_time as f32 * (16.0) * 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).sin();
let shortalt =
(anim_time as f32 * (16.0) * 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()
@ -65,35 +67,25 @@ impl Animation for RunAnimation {
let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;
//FL
let foot1a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ 0.0 + canceler * 0.08 + shift1)
.sin(); //1.5
let foot1b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ 0.4 + canceler * 0.08 + shift1)
.sin(); //1.9
let foot1a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0 + canceler * 0.08 + shift1)
.sin(); //1.5
let foot1b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + canceler * 0.08 + 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
+ 0.4 + shift2)
.sin(); //1.6
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 + 1.57 + shift2).sin(); //1.6
//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
+ 0.4 + shift3).sin(); //0.4
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
//BR
let foot4a = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ 0.0 + canceler * 0.15 + shift4)
.sin(); //0.3
let foot4b = (anim_time as f32 * (16.0) * lab as f32 * speedmult
+ 0.4 + canceler * 0.15 + shift4)
.sin(); //0.7
let foot4a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0 + canceler * 0.15 + shift4)
.sin(); //0.3
let foot4b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + canceler * 0.15 + shift4)
.sin(); //0.7
//
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -166,95 +158,83 @@ impl Animation for RunAnimation {
next.leg_fl.position = Vec3::new(
-skeleton_attr.leg_f.0,
skeleton_attr.leg_f.1 + amplitude3 * foot1a * -1.3,
skeleton_attr.leg_f.2 + canceler + amplitude3 * foot1b * -1.9,
skeleton_attr.leg_f.1 + amplitude3 * foot1b * -1.6,
skeleton_attr.leg_f.2 + amplitude3 * foot1a * 2.3,
);
next.leg_fl.orientation = Quaternion::rotation_x(amplitude3 * foot1b * -0.55)
* Quaternion::rotation_z(tilt * -0.5)
* Quaternion::rotation_y(tilt * 1.5);
next.leg_fl.orientation =
Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot1a * 0.35)
* Quaternion::rotation_z(tilt * -0.5)
* Quaternion::rotation_y(tilt * 1.5);
next.leg_fl.scale = Vec3::one() * 1.02;
next.leg_fr.position = Vec3::new(
skeleton_attr.leg_f.0,
skeleton_attr.leg_f.1 + amplitude3 * foot2a * -1.3,
skeleton_attr.leg_f.2 + canceler + amplitude3 * foot2b * -1.9,
skeleton_attr.leg_f.1 + amplitude3 * foot2b * -2.2,
skeleton_attr.leg_f.2 + amplitude3 * foot2a * 2.8,
);
next.leg_fr.orientation = Quaternion::rotation_x(amplitude3 * foot2b * -0.5)
* Quaternion::rotation_z(tilt * -0.5)
* Quaternion::rotation_y(tilt * 1.5);
next.leg_fr.orientation =
Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot2a * 0.35)
* Quaternion::rotation_z(tilt * -0.5)
* Quaternion::rotation_y(tilt * 1.5);
next.leg_fr.scale = Vec3::one() * 1.02;
next.leg_bl.position = Vec3::new(
-skeleton_attr.leg_b.0,
skeleton_attr.leg_b.1 + amplitude3 * foot3a * -1.9,
skeleton_attr.leg_b.2 + canceler + amplitude3 * ((foot3b * -2.6).min(1.0)),
skeleton_attr.leg_b.1 + amplitude3 * foot3b * -1.1,
skeleton_attr.leg_b.2 + canceler + amplitude3 * foot3a * 1.6,
);
next.leg_bl.orientation =
Quaternion::rotation_x(amplitude3 * foot3b * -0.5 - 0.2 * canceler)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);
next.leg_bl.orientation = Quaternion::rotation_x(amplitude3 * foot3a * 0.12)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);
next.leg_bl.scale = Vec3::one() * 1.02;
next.leg_br.position = Vec3::new(
skeleton_attr.leg_b.0,
skeleton_attr.leg_b.1 + amplitude3 * foot4a * -1.9,
skeleton_attr.leg_b.2 + canceler + amplitude3 * ((foot4b * -2.6).min(1.0)),
skeleton_attr.leg_b.1 + amplitude3 * foot4b * -1.1,
skeleton_attr.leg_b.2 + canceler + amplitude3 * foot4a * 1.6,
);
next.leg_br.orientation =
Quaternion::rotation_x(amplitude3 * foot4b * -0.5 - 0.2 * canceler)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);
next.leg_br.orientation = Quaternion::rotation_x(amplitude3 * foot4b * 0.12)
* Quaternion::rotation_y(tilt * 1.5)
* Quaternion::rotation_z(tilt * -1.5);
next.leg_br.scale = Vec3::one() * 1.02;
next.foot_fl.position = Vec3::new(
-skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot2a.sin()).min(0.0))
+ ((amplitude2 * foot1a
+ amplitude2 * foot1a * skeleton_attr.maximize * canceler)
.max(0.0)),
skeleton_attr.feet_f.2 + (foot1a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler,
);
next.foot_fl.orientation = Quaternion::rotation_x(
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot1b * -0.7,
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot1b * -0.8,
) * Quaternion::rotation_y(tilt * -1.0);
next.foot_fl.scale = Vec3::one() * 0.96;
next.foot_fr.position = Vec3::new(
skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot4a.sin()).min(0.0))
+ ((amplitude2 * foot2a
+ amplitude2 * foot2a * skeleton_attr.maximize * canceler)
.max(0.0)),
skeleton_attr.feet_f.2 + (foot2a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler,
);
next.foot_fr.orientation = Quaternion::rotation_x(
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot2b * -0.7,
((1.0 - skeleton_attr.dampen) * -1.0) * canceler + amplitude2 * foot2b * -0.8,
) * Quaternion::rotation_y(tilt * -1.0);
next.foot_fr.scale = Vec3::one() * 0.96;
next.foot_bl.position = Vec3::new(
-skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2
+ ((amplitude2 * foot3a * 0.5).max(-1.0))
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot1a.sin()).min(0.0)),
skeleton_attr.feet_b.2 + (foot3a * 0.5).max(0.0) * amplitude2 + 2.0 * canceler,
);
next.foot_bl.orientation =
Quaternion::rotation_x(amplitude2 * foot3b * -0.5 - 0.2 * canceler)
Quaternion::rotation_x(amplitude2 * foot3b * -0.9 - 0.5 * canceler)
* Quaternion::rotation_y(tilt * -1.0);
next.foot_bl.scale = Vec3::one() * 0.96;
next.foot_br.position = Vec3::new(
skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2
+ ((amplitude2 * foot4a * 0.5).max(-1.0))
- ((-6.0 * speedadjust + 3.0).max(0.0) * (foot3a.sin()).min(0.0)),
skeleton_attr.feet_b.2 + (foot4a * 0.5).max(0.0) * amplitude2 + 2.0 * canceler,
);
next.foot_br.orientation =
Quaternion::rotation_x(amplitude2 * foot4b * -0.5 - 0.2 * canceler)
Quaternion::rotation_x(amplitude2 * foot4b * -0.9 - 0.5 * canceler)
* Quaternion::rotation_y(tilt * -1.0);
next.foot_br.scale = Vec3::one() * 0.96;
next