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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
some stuff fixed, other stuff still broken
This commit is contained in:
parent
cd3e340647
commit
bec942753e
@ -32,15 +32,15 @@ impl<'a> System<'a> for Sys {
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}
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let animation = match (physics.on_ground, &character.movement, &character.action) {
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(_, Roll { .. }, Idle) => Animation::Roll,
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(true, Stand, _) => Animation::Stand, //if standing still, legs still
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(true, Stand, Idle) => Animation::Idle, //if standing still and not acting, idle the body
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(true, Run, _) => Animation::Run, //if running, legs run
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(true, Run, Idle) => Animation::Lean, //if running and not acting, lean the body
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(false, Jump, Idle) => Animation::Jump,
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(true, Stand, Wield { .. }) => Animation::Cidle,
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(true, Run, Wield { .. }) => Animation::Crun,
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(false, Jump, Wield { .. }) => Animation::Cjump,
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//(_, Roll { .. }, _) => Animation::Roll,
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//(true, Stand, _) => Animation::Stand, //if standing still, legs still
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//(true, Stand, Idle) => Animation::Idle, //if standing still and not acting, idle the body
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//(true, Run, _) => Animation::Run, //if running, legs run
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//(true, Run, Idle) => Animation::Lean, //if running and not acting, lean the body
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//(false, Jump, Idle) => Animation::Jump,
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//(true, Stand, Wield { .. }) => Animation::Cidle,
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//(true, Run, Wield { .. }) => Animation::Crun,
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//(false, Jump, Wield { .. }) => Animation::Cjump,
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(_, Glide, Idle) => Animation::Gliding,
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(_, _, Attack { .. }) => Animation::Attack,
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(_, _, Block { .. }) => Animation::Block,
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@ -224,13 +224,13 @@ impl Animation for BlockAnimation {
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
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next.l_foot.ori = Quaternion::rotation_x(-0.3);
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next.l_foot.scale = Vec3::one();
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//next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
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//next.l_foot.ori = Quaternion::rotation_x(-0.3);
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//next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1);
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next.r_foot.ori = Quaternion::rotation_x(0.3);
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next.r_foot.scale = Vec3::one();
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//next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1);
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//next.r_foot.ori = Quaternion::rotation_x(0.3);
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//next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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@ -40,26 +40,6 @@ impl Animation for CrunAnimation {
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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0.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.4);
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next.shorts.scale = Vec3::one();
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match Tool::Hammer {
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//TODO: Inventory
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@ -187,30 +167,6 @@ impl Animation for CrunAnimation {
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.2) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.04 + wave_diff * velocity * -0.005);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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@ -25,6 +25,54 @@ impl Animation for RunAnimation {
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let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
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let wave_cos_dub = (anim_time as f32 * 24.0).cos();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.35);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-7.5 + wave_cos_dub * 1.0,
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2.0 + wave_cos * 5.0,
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0.0 - wave * 1.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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7.5 - wave_cos_dub * 1.0,
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2.0 - wave_cos * 5.0,
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0.0 + wave * 1.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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@ -34,6 +82,33 @@ impl Animation for RunAnimation {
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -22,6 +22,59 @@ impl Animation for StandAnimation {
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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 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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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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* 0.5,
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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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* 0.25,
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);
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0 + wave_ultra_slow * 0.3,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-7.5,
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0.0 + wave_ultra_slow_cos * 0.15,
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0.0 + wave_ultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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7.5,
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0.0 + wave_ultra_slow_cos * 0.15,
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0.0 + wave_ultra_slow * 0.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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@ -31,6 +84,31 @@ impl Animation for StandAnimation {
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -701,7 +701,7 @@ impl FigureMgr {
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let time_since_movement_change =
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state.last_movement_change.elapsed().as_secs_f64();
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let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
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let target_base = match &character.movement {
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Stand => anim::character::StandAnimation::update_skeleton(
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&CharacterSkeleton::new(),
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@ -736,9 +736,10 @@ impl FigureMgr {
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};
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let target_bones = match (&character.movement, &character.action) {
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(_, Wield { .. }) => anim::character::CidleAnimation::update_skeleton(
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(_, Wield { .. }) => anim::character::CrunAnimation::update_skeleton(
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&target_base,
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time,
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(vel.0.magnitude(), time),
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time_since_action_change,
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skeleton_attr,
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),
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Block a user