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swim alterations to condense the body on strong turns
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be3ed4b238
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d7b3e84153
@ -32,17 +32,19 @@ impl Animation for SwimAnimation {
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
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let avgtotal = Vec3::<f32>::from(avg_vel).magnitude();
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let speed = Vec3::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let tempo = if speed > 0.5 { 1.0 } else { 0.7 };
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let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
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let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
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let lab = 1.0 * tempo;
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let short = (anim_time as f32 * lab as f32 * 6.0 + PI / 2.0).sin();
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let short = (anim_time as f32 * lab as f32 * 6.0 + PI * 0.9).sin();
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let foot = (anim_time as f32 * lab as f32 * 6.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 6.0 + PI * -0.1).sin();
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let footrotl = (((1.0)
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/ (0.2
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@ -58,8 +60,8 @@ impl Animation for SwimAnimation {
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.sqrt())
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* ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin());
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let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin();
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let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin();
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let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.4)).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo))
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.floor()
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@ -85,32 +87,35 @@ impl Animation for SwimAnimation {
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} else {
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0.0
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} * 1.3;
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let abstilt = tilt.abs();
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let adjust = if speed > 0.5 { -1.57 } else { -3.14 * speed };
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let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; //condenses the body at strong turns
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 - 1.0 + short * 0.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity)
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* Quaternion::rotation_x(
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(0.4 * head_look.y * (1.0 / intensity)).abs()
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+ 0.45 * intensity
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+ velocity.z * 0.02,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity + tilt * 3.0)
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* Quaternion::rotation_x(
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(0.4 * head_look.y * (1.0 / intensity)).abs()
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+ 0.45 * intensity
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+ velocity.z * 0.03
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- (abstilt * 1.8),
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);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
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0.0,
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skeleton_attr.chest.0,
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-13.0 + skeleton_attr.chest.1 + short * 1.3 * intensity,
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-10.0 + skeleton_attr.chest.1 + short * 0.3 * intensity,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.1 * intensity);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_x(velocity.z * 0.01)
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* Quaternion::rotation_z(short * 0.2 * intensity);
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next.belt.ori = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
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* Quaternion::rotation_z(short * -0.2 * intensity);
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next.belt.scale = Vec3::one();
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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@ -118,42 +123,44 @@ impl Animation for SwimAnimation {
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_x(velocity.z * 0.02)
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* Quaternion::rotation_z(short * 0.3 * intensity);
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next.shorts.ori = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
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* Quaternion::rotation_z(short * -0.3 * intensity);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-1.0 - skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity,
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intensity * 5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity,
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1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity * squash,
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intensity * 5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity * squash,
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);
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next.l_hand.ori = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity)
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next.l_hand.ori = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash)
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* Quaternion::rotation_y(0.4 + foot * -0.35);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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1.0 + skeleton_attr.hand.0,
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1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity,
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intensity * 5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity,
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1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity * squash,
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intensity * 5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity * squash,
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);
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next.r_hand.ori = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity)
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next.r_hand.ori = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash)
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* Quaternion::rotation_y(-0.4 + foot * -0.35);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity,
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skeleton_attr.foot.1 + foothoril * 1.5 * intensity * squash,
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-10.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity * squash,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
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next.l_foot.ori =
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Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity,
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skeleton_attr.foot.1 + foothorir * 1.5 * intensity * squash,
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-10.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity * squash,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
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next.r_foot.ori =
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Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
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@ -218,13 +225,19 @@ impl Animation for SwimAnimation {
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);
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next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.lantern.scale = Vec3::one() * 0.65;
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let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
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avgtotal.min(0.5)
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} else {
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avgtotal
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};
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next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(adjust + avg_vel.z * 0.12)
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* Quaternion::rotation_z(tilt * 12.0 + short * 0.0 * intensity);
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next.torso.ori = Quaternion::rotation_x(
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(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(1.57) - PI / 2.0)
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+ avgspeed * avg_vel.z * -0.003,
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) * Quaternion::rotation_z(tilt * 8.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.scale = Vec3::one();
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next.control.scale = Vec3::one(); //avgspeed*-0.14*reverse +
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next.l_control.scale = Vec3::one();
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@ -70,7 +70,7 @@ impl Animation for SwimWieldAnimation {
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity,
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-10.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
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next.l_foot.scale = Vec3::one();
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@ -78,11 +78,11 @@ impl Animation for SwimWieldAnimation {
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity,
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-10.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
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next.r_foot.scale = Vec3::one();
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if velocity > 0.1 {
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if velocity > 0.01 {
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next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(velocity * -0.05);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -123,7 +123,7 @@ impl Animation for SwimWieldAnimation {
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);
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next.chest.ori =
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Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15);
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Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25);
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22);
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@ -584,7 +584,7 @@ impl FigureMgr {
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physics.in_fluid, // In water
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) {
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// Standing
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(true, false, _) => anim::character::StandAnimation::update_skeleton(
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(true, false, false) => anim::character::StandAnimation::update_skeleton(
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&CharacterSkeleton::new(),
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(
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active_tool_kind.clone(),
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