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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
small fixes
This commit is contained in:
parent
7a62ddfd3f
commit
caa048b1d5
@ -554,7 +554,7 @@
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"body": {
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"body": {
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"keyword": "biped_large",
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"keyword": "biped_large",
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"names": [
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"names": [
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"Leroy Brown"
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"Tobermory"
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]
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]
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},
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},
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"species": {
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"species": {
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BIN
assets/voxygen/voxel/weapon/hammer/2hhammer_ogre.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer/2hhammer_ogre.vox
(Stored with Git LFS)
Binary file not shown.
@ -531,17 +531,15 @@ impl Tool {
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},
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},
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]
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]
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} else if kind == "BeastClaws" {
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} else if kind == "BeastClaws" {
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vec![
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vec![BasicMelee {
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BasicMelee {
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energy_cost: 0,
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energy_cost: 0,
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buildup_duration: Duration::from_millis(500),
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buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(250),
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knockback: 25.0,
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knockback: 25.0,
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base_healthchange: -200,
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base_healthchange: -200,
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range: 5.0,
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range: 5.0,
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max_angle: 120.0,
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max_angle: 120.0,
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}]
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},
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]
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} else {
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} else {
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vec![BasicMelee {
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vec![BasicMelee {
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energy_cost: 0,
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energy_cost: 0,
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@ -79,7 +79,11 @@ impl LoadoutBuilder {
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"common.items.npc_weapons.npcweapon.stone_golems_fist",
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"common.items.npc_weapons.npcweapon.stone_golems_fist",
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));
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));
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},
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},
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_ => {},
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golem::Species::Treant => {
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main_tool = Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.npcweapon.stone_golems_fist",
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));
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},
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},
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},
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Body::BipedLarge(biped_large) => match (biped_large.species, biped_large.body_type) {
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Body::BipedLarge(biped_large) => match (biped_large.species, biped_large.body_type) {
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(biped_large::Species::Occultsaurok, _) => {
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(biped_large::Species::Occultsaurok, _) => {
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@ -132,7 +136,6 @@ impl LoadoutBuilder {
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"common.items.npc_weapons.sword.dullahan_sword",
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"common.items.npc_weapons.sword.dullahan_sword",
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));
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));
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},
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},
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_ => {},
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},
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},
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Body::Humanoid(_) => {
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Body::Humanoid(_) => {
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if is_giant {
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if is_giant {
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@ -39,7 +39,7 @@ impl Body {
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Body::Dragon(_) => 250.0,
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Body::Dragon(_) => 250.0,
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Body::BirdSmall(_) => 75.0,
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Body::BirdSmall(_) => 75.0,
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Body::FishSmall(_) => 40.0,
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Body::FishSmall(_) => 40.0,
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Body::BipedLarge(_) => 160.0,
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Body::BipedLarge(_) => 75.0,
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Body::Object(_) => 40.0,
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Body::Object(_) => 40.0,
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Body::Golem(_) => 60.0,
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Body::Golem(_) => 60.0,
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Body::Theropod(_) => 135.0,
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Body::Theropod(_) => 135.0,
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@ -44,11 +44,7 @@ impl Animation for AlphaAnimation {
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.sqrt())
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin());
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* ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin());
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let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
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let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let push = anim_time as f32 * lab as f32 * 4.0;
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let slow = (((5.0)
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let slow = (((5.0)
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/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
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/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
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.sqrt())
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.sqrt())
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@ -65,18 +61,14 @@ impl Animation for AlphaAnimation {
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/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 10.0).sin()).powf(2.0 as f32)))
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/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 10.0).sin()).powf(2.0 as f32)))
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.sqrt())
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.0).sin());
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* ((anim_time as f32 * lab as f32 * 10.0).sin());
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let slower = (((1.0)
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/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let movement = anim_time as f32 * 1.0;
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let movement = anim_time as f32 * 1.0;
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let test = (anim_time as f32 * 1.75).sin();
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let test = (anim_time as f32 * 1.75).sin();
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let slower = (((1.0)
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let slower = (((1.0)
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/ (0.05
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/ (0.05
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+ 0.95
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+ 0.95
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()).powf(2.0 as f32)))
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()).powf(2.0 as f32)))
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.sqrt())
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin())
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* ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin())
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+ 1.0;
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+ 1.0;
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@ -90,7 +82,7 @@ impl Animation for AlphaAnimation {
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.round())
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.round())
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/ 10.0;
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/ 10.0;
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let switch = if random > 0.5 { 1.0 } else { -1.0 };
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let switch = if random > 0.5 { 1.0 } else { -1.0 };
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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@ -283,20 +275,29 @@ impl Animation for AlphaAnimation {
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next.torso.scale = Vec3::one() / 8.0 * 1.01;
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next.torso.scale = Vec3::one() / 8.0 * 1.01;
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},
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},
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Some(ToolKind::Hammer(_)) => {
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Some(ToolKind::Hammer(_)) => {
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next.hand_l.position = Vec3::new(-15.0, 0.0, 0.0);
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next.hand_l.position = Vec3::new(
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next.hand_l.orientation = Quaternion::rotation_x(-0.0)
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-skeleton_attr.hand.0 - 7.0,
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* Quaternion::rotation_y(0.0)
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skeleton_attr.hand.1 - 7.0,
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* Quaternion::rotation_z(-PI / 2.0);
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skeleton_attr.hand.2 + 10.0,
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next.hand_l.scale = Vec3::one() * 1.08;
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);
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next.hand_r.position = Vec3::new(3.0, 0.0, 0.0);
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next.hand_l.orientation =
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next.hand_r.orientation = Quaternion::rotation_x(0.0)
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Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
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* Quaternion::rotation_y(0.0)
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next.hand_l.scale = Vec3::one() * 1.02;
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* Quaternion::rotation_z(-PI / 2.0);
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next.hand_r.scale = Vec3::one() * 1.06;
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next.hand_r.position = Vec3::new(
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next.main.position = Vec3::new(2.0, 0.0, -12.0);
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skeleton_attr.hand.0 - 7.0,
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skeleton_attr.hand.1 - 7.0,
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skeleton_attr.hand.2 + 10.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
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next.hand_r.scale = Vec3::one() * 1.02;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_z(1.57);
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* Quaternion::rotation_z(1.0);
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next.main.scale = Vec3::one() * 1.02;
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next.head.position =
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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@ -314,7 +315,7 @@ impl Animation for AlphaAnimation {
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next.upper_torso.orientation =
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next.upper_torso.orientation =
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Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15)
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Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15)
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* Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15)
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* Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15)
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* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
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* Quaternion::rotation_y(0.0);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.orientation =
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next.lower_torso.orientation =
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@ -366,10 +367,10 @@ impl Animation for AlphaAnimation {
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}
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}
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next.control.scale = Vec3::one();
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next.control.scale = Vec3::one();
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next.control.position = Vec3::new(-8.0, 7.0, 1.0);
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next.control.position = Vec3::new(-8.0, 7.0 + slower * 4.0, 1.0 + slower * -9.0);
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next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5)
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next.control.orientation = Quaternion::rotation_x(-1.5 + slower * -1.2)
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* Quaternion::rotation_y(slowersmooth * 0.35 - 0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + slowersmooth * 0.2);
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* Quaternion::rotation_z(1.5);
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next.control.scale = Vec3::one();
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next.control.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
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@ -452,8 +453,10 @@ impl Animation for AlphaAnimation {
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},
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},
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Some(ToolKind::NpcWeapon(_)) => {
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Some(ToolKind::NpcWeapon(_)) => {
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if switch > 0.0 {
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if switch > 0.0 {
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.position =
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next.head.orientation = Quaternion::rotation_z((twist * -0.5).max(-1.0)) * Quaternion::rotation_x(-0.2);
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.orientation = Quaternion::rotation_z((twist * -0.5).max(-1.0))
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* Quaternion::rotation_x(-0.2);
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next.head.scale = Vec3::one() * 1.02;
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.position = Vec3::new(
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next.upper_torso.position = Vec3::new(
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@ -461,8 +464,8 @@ impl Animation for AlphaAnimation {
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1,
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skeleton_attr.upper_torso.1,
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);
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);
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next.upper_torso.orientation =
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next.upper_torso.orientation = Quaternion::rotation_z((twist * 0.5).min(1.0))
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Quaternion::rotation_z((twist * 0.5).min(1.0)) * Quaternion::rotation_x(0.0);
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* Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one();
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next.upper_torso.scale = Vec3::one();
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next.lower_torso.position = Vec3::new(
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next.lower_torso.position = Vec3::new(
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@ -470,8 +473,8 @@ impl Animation for AlphaAnimation {
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1,
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skeleton_attr.lower_torso.1,
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);
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);
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next.lower_torso.orientation =
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next.lower_torso.orientation = Quaternion::rotation_z((twist * -0.5).max(-1.0))
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Quaternion::rotation_z((twist * -0.5).max(-1.0)) * Quaternion::rotation_x(0.0);
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* Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
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next.lower_torso.scale = Vec3::one();
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next.hand_r.position = Vec3::new(
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next.hand_r.position = Vec3::new(
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@ -483,17 +486,18 @@ impl Animation for AlphaAnimation {
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Quaternion::rotation_z(-1.5) * Quaternion::rotation_x(0.0);
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Quaternion::rotation_z(-1.5) * Quaternion::rotation_x(0.0);
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next.hand_r.scale = Vec3::one() * 1.02;
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next.hand_r.scale = Vec3::one() * 1.02;
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next.arm_control_r.position = Vec3::new(0.0, 0.0,-4.0);
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next.arm_control_r.position = Vec3::new(0.0, 0.0, -4.0);
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next.arm_control_r.orientation =
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next.arm_control_r.orientation = Quaternion::rotation_x(1.0)
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Quaternion::rotation_x(1.0)
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* Quaternion::rotation_y(slow * -1.35)
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* Quaternion::rotation_y(slow * -1.35)
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* Quaternion::rotation_z(-0.0);
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* Quaternion::rotation_z(-0.0);
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next.arm_control_r.scale = Vec3::one() * 1.02;
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next.arm_control_r.scale = Vec3::one() * 1.02;
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next.tail.orientation = Quaternion::rotation_z(twist * 0.5);
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next.tail.orientation = Quaternion::rotation_z(twist * 0.5);
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} else {
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} else {
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.position =
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next.head.orientation = Quaternion::rotation_z((twist * 0.5).min(1.0)) * Quaternion::rotation_x(-0.2);
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.orientation = Quaternion::rotation_z((twist * 0.5).min(1.0))
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* Quaternion::rotation_x(-0.2);
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next.head.scale = Vec3::one() * 1.02;
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next.head.scale = Vec3::one() * 1.02;
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|
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next.upper_torso.position = Vec3::new(
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next.upper_torso.position = Vec3::new(
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@ -501,8 +505,8 @@ impl Animation for AlphaAnimation {
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1,
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skeleton_attr.upper_torso.1,
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);
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);
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next.upper_torso.orientation =
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next.upper_torso.orientation = Quaternion::rotation_z((twist * -0.5).max(-1.0))
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Quaternion::rotation_z((twist * -0.5).max(-1.0)) * Quaternion::rotation_x(0.0);
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* Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one();
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next.upper_torso.scale = Vec3::one();
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|
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next.lower_torso.position = Vec3::new(
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next.lower_torso.position = Vec3::new(
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@ -510,13 +514,12 @@ impl Animation for AlphaAnimation {
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1,
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skeleton_attr.lower_torso.1,
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);
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);
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next.lower_torso.orientation =
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next.lower_torso.orientation = Quaternion::rotation_z((twist * 0.5).min(1.0))
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Quaternion::rotation_z((twist * 0.5).min(1.0)) * Quaternion::rotation_x(0.0);
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* Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
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next.lower_torso.scale = Vec3::one();
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|
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next.arm_control_l.position = Vec3::new(0.0, 0.0,-4.0);
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next.arm_control_l.position = Vec3::new(0.0, 0.0, -4.0);
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next.arm_control_l.orientation =
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next.arm_control_l.orientation = Quaternion::rotation_x(1.0)
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Quaternion::rotation_x(1.0)
|
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* Quaternion::rotation_y(slow * 1.35)
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* Quaternion::rotation_y(slow * 1.35)
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* Quaternion::rotation_z(0.0);
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* Quaternion::rotation_z(0.0);
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next.arm_control_l.scale = Vec3::one() * 1.02;
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next.arm_control_l.scale = Vec3::one() * 1.02;
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@ -2,7 +2,7 @@ use super::{
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super::{vek::*, Animation},
|
super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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BipedLargeSkeleton, SkeletonAttr,
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};
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};
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use common::comp::item::{Hands, ToolKind};
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use common::comp::item::ToolKind;
|
||||||
use std::{f32::consts::PI, ops::Mul};
|
use std::{f32::consts::PI, ops::Mul};
|
||||||
|
|
||||||
pub struct ChargeAnimation;
|
pub struct ChargeAnimation;
|
||||||
@ -51,19 +51,6 @@ impl Animation for ChargeAnimation {
|
|||||||
* 0.125,
|
* 0.125,
|
||||||
);
|
);
|
||||||
|
|
||||||
let look = Vec2::new(
|
|
||||||
((global_time + anim_time) as f32 / 8.0)
|
|
||||||
.floor()
|
|
||||||
.mul(7331.0)
|
|
||||||
.sin()
|
|
||||||
* 0.5,
|
|
||||||
((global_time + anim_time) as f32 / 8.0)
|
|
||||||
.floor()
|
|
||||||
.mul(1337.0)
|
|
||||||
.sin()
|
|
||||||
* 0.25,
|
|
||||||
);
|
|
||||||
|
|
||||||
let foothoril = (((1.0)
|
let foothoril = (((1.0)
|
||||||
/ (0.4
|
/ (0.4
|
||||||
+ (0.6)
|
+ (0.6)
|
||||||
@ -110,7 +97,6 @@ impl Animation for ChargeAnimation {
|
|||||||
* ((anim_time as f32 * lab as f32 * 20.0).cos());
|
* ((anim_time as f32 * lab as f32 * 20.0).cos());
|
||||||
|
|
||||||
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
||||||
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
|
||||||
let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||||
let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
|
let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
|
||||||
|
|
||||||
@ -374,7 +360,7 @@ impl Animation for ChargeAnimation {
|
|||||||
|
|
||||||
next.main.position = Vec3::new(8.0, 8.5, 13.2);
|
next.main.position = Vec3::new(8.0, 8.5, 13.2);
|
||||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||||
* Quaternion::rotation_y(3.14)
|
* Quaternion::rotation_y(PI)
|
||||||
* Quaternion::rotation_z(0.0);
|
* Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
next.control.position = Vec3::new(
|
next.control.position = Vec3::new(
|
||||||
|
@ -183,7 +183,7 @@ impl Animation for IdleAnimation {
|
|||||||
next.foot_l.position = Vec3::new(
|
next.foot_l.position = Vec3::new(
|
||||||
-skeleton_attr.foot.0,
|
-skeleton_attr.foot.0,
|
||||||
skeleton_attr.foot.1,
|
skeleton_attr.foot.1,
|
||||||
skeleton_attr.foot.2,
|
skeleton_attr.foot.2 + torso * -0.6,
|
||||||
);
|
);
|
||||||
next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
next.foot_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||||
next.foot_l.scale = Vec3::one();
|
next.foot_l.scale = Vec3::one();
|
||||||
@ -191,7 +191,7 @@ impl Animation for IdleAnimation {
|
|||||||
next.foot_r.position = Vec3::new(
|
next.foot_r.position = Vec3::new(
|
||||||
skeleton_attr.foot.0,
|
skeleton_attr.foot.0,
|
||||||
skeleton_attr.foot.1,
|
skeleton_attr.foot.1,
|
||||||
skeleton_attr.foot.2,
|
skeleton_attr.foot.2 + torso * -0.6,
|
||||||
);
|
);
|
||||||
next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||||
next.foot_r.scale = Vec3::one();
|
next.foot_r.scale = Vec3::one();
|
||||||
|
@ -245,8 +245,8 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
|||||||
(Slysaurok, _) => (3.0, 0.5, -6.0),
|
(Slysaurok, _) => (3.0, 0.5, -6.0),
|
||||||
},
|
},
|
||||||
foot: match (body.species, body.body_type) {
|
foot: match (body.species, body.body_type) {
|
||||||
(Ogre, Male) => (4.0, 2.5, -14.0),
|
(Ogre, Male) => (4.0, 1.0, -13.5),
|
||||||
(Ogre, Female) => (4.0, 0.5, -14.0),
|
(Ogre, Female) => (4.0, 0.5, -13.5),
|
||||||
(Cyclops, _) => (4.0, 0.5, -17.0),
|
(Cyclops, _) => (4.0, 0.5, -17.0),
|
||||||
(Wendigo, _) => (5.0, 2.5, -17.0),
|
(Wendigo, _) => (5.0, 2.5, -17.0),
|
||||||
(Troll, _) => (6.0, 1.5, -13.0),
|
(Troll, _) => (6.0, 1.5, -13.0),
|
||||||
@ -256,10 +256,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
|||||||
(Mightysaurok, _) => (3.5, 2.0, -12.0),
|
(Mightysaurok, _) => (3.5, 2.0, -12.0),
|
||||||
(Slysaurok, _) => (3.5, 2.0, -12.0),
|
(Slysaurok, _) => (3.5, 2.0, -12.0),
|
||||||
},
|
},
|
||||||
beast: match (body.species, body.body_type) {
|
beast: matches!((body.species, body.body_type), (Werewolf, _)),
|
||||||
(Werewolf, _) => (true),
|
|
||||||
_ => (false),
|
|
||||||
},
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -23,6 +23,8 @@ impl Animation for RunAnimation {
|
|||||||
) -> Self::Skeleton {
|
) -> Self::Skeleton {
|
||||||
let mut next = (*skeleton).clone();
|
let mut next = (*skeleton).clone();
|
||||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||||
|
let speedavg = Vec2::<f32>::from(avg_vel).magnitude();
|
||||||
|
|
||||||
*rate = 1.0;
|
*rate = 1.0;
|
||||||
|
|
||||||
let lab = 0.65; //.65
|
let lab = 0.65; //.65
|
||||||
@ -58,23 +60,6 @@ impl Animation for RunAnimation {
|
|||||||
.sqrt())
|
.sqrt())
|
||||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||||
|
|
||||||
let foothoril2 = (((1.0)
|
|
||||||
/ (0.5
|
|
||||||
+ (0.6)
|
|
||||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin()).powf(2.0 as f32)))
|
|
||||||
.sqrt())
|
|
||||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.5).sin());
|
|
||||||
let foothorir2 = (((1.0)
|
|
||||||
/ (0.5
|
|
||||||
+ (0.6)
|
|
||||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin()).powf(2.0 as f32)))
|
|
||||||
.sqrt())
|
|
||||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.5).sin());
|
|
||||||
|
|
||||||
//let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
|
||||||
|
|
||||||
//let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
|
||||||
|
|
||||||
let amplitude = (speed / 21.0).max(0.25);
|
let amplitude = (speed / 21.0).max(0.25);
|
||||||
let amplitude2 = (speed * 1.4 / 21.0).powf(0.5).max(0.6);
|
let amplitude2 = (speed * 1.4 / 21.0).powf(0.5).max(0.6);
|
||||||
let amplitude3 = (speed / 21.0).powf(0.5).max(0.35);
|
let amplitude3 = (speed / 21.0).powf(0.5).max(0.35);
|
||||||
@ -145,7 +130,7 @@ impl Animation for RunAnimation {
|
|||||||
if skeleton_attr.beast {
|
if skeleton_attr.beast {
|
||||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, 3.0 + skeleton_attr.head.1);
|
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, 3.0 + skeleton_attr.head.1);
|
||||||
next.head.orientation = Quaternion::rotation_x(
|
next.head.orientation = Quaternion::rotation_x(
|
||||||
look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * -0.18 + 0.6,
|
look.y * 0.3 + (speedavg * 0.05) + amplitude * short * -0.18,
|
||||||
) * Quaternion::rotation_z(
|
) * Quaternion::rotation_z(
|
||||||
look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
|
look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
|
||||||
) * Quaternion::rotation_y(tilt * 0.8);
|
) * Quaternion::rotation_y(tilt * 0.8);
|
||||||
@ -296,10 +281,10 @@ impl Animation for RunAnimation {
|
|||||||
next.torso.position = Vec3::new(
|
next.torso.position = Vec3::new(
|
||||||
0.0,
|
0.0,
|
||||||
0.0 + (short * 0.75).max(-2.0),
|
0.0 + (short * 0.75).max(-2.0),
|
||||||
canceler * 2.0 + (short * 0.75).max(-2.0),
|
speedavg * 0.15 + (short * 0.75).max(-2.0),
|
||||||
) / 8.0;
|
) / 8.0;
|
||||||
next.torso.orientation =
|
next.torso.orientation =
|
||||||
Quaternion::rotation_x(x_tilt + amplitude * short * 0.1 + canceler * -0.7);
|
Quaternion::rotation_x(x_tilt + amplitude * short * 0.1 + speedavg * -0.045);
|
||||||
next.torso.scale = Vec3::one() / 8.0;
|
next.torso.scale = Vec3::one() / 8.0;
|
||||||
|
|
||||||
next.hold.scale = Vec3::one() * 0.0;
|
next.hold.scale = Vec3::one() * 0.0;
|
||||||
|
@ -2,7 +2,7 @@ use super::{
|
|||||||
super::{vek::*, Animation},
|
super::{vek::*, Animation},
|
||||||
BipedLargeSkeleton, SkeletonAttr,
|
BipedLargeSkeleton, SkeletonAttr,
|
||||||
};
|
};
|
||||||
use common::comp::item::{Hands, ToolKind};
|
use common::comp::item::ToolKind;
|
||||||
use std::{f32::consts::PI, ops::Mul};
|
use std::{f32::consts::PI, ops::Mul};
|
||||||
|
|
||||||
pub struct ShootAnimation;
|
pub struct ShootAnimation;
|
||||||
@ -17,7 +17,7 @@ impl Animation for ShootAnimation {
|
|||||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
|
||||||
fn update_skeleton_inner(
|
fn update_skeleton_inner(
|
||||||
skeleton: &Self::Skeleton,
|
skeleton: &Self::Skeleton,
|
||||||
(active_tool_kind, second_tool_kind, velocity, global_time): Self::Dependency,
|
(active_tool_kind, _second_tool_kind, velocity, global_time): Self::Dependency,
|
||||||
anim_time: f64,
|
anim_time: f64,
|
||||||
_rate: &mut f32,
|
_rate: &mut f32,
|
||||||
skeleton_attr: &SkeletonAttr,
|
skeleton_attr: &SkeletonAttr,
|
||||||
@ -373,7 +373,7 @@ impl Animation for ShootAnimation {
|
|||||||
|
|
||||||
next.main.position = Vec3::new(10.0, 12.5, 13.2);
|
next.main.position = Vec3::new(10.0, 12.5, 13.2);
|
||||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||||
* Quaternion::rotation_y(3.14)
|
* Quaternion::rotation_y(PI)
|
||||||
* Quaternion::rotation_z(0.0);
|
* Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
|
next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -128,7 +128,7 @@ impl Animation for WieldAnimation {
|
|||||||
next.hand_r.orientation =
|
next.hand_r.orientation =
|
||||||
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||||
next.hand_r.scale = Vec3::one() * 1.05;
|
next.hand_r.scale = Vec3::one() * 1.05;
|
||||||
next.main.position = Vec3::new(0.0, 0.0, -3.0);
|
next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||||
next.main.orientation = Quaternion::rotation_x(-0.1);
|
next.main.orientation = Quaternion::rotation_x(-0.1);
|
||||||
|
|
||||||
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
|
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
|
||||||
|
@ -2211,8 +2211,8 @@ impl FigureMgr {
|
|||||||
|
|
||||||
let target_base = match (
|
let target_base = match (
|
||||||
physics.on_ground,
|
physics.on_ground,
|
||||||
vel.0.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
|
vel.0.magnitude_squared() > 0.15, // Moving
|
||||||
physics.in_fluid.is_some(), // In water
|
physics.in_fluid.is_some(), // In water
|
||||||
) {
|
) {
|
||||||
// Standing
|
// Standing
|
||||||
(true, false, false) => anim::biped_large::IdleAnimation::update_skeleton(
|
(true, false, false) => anim::biped_large::IdleAnimation::update_skeleton(
|
||||||
|
Loading…
Reference in New Issue
Block a user