From d7b3e84153818a4b927a36a1578e7b700afe1ca3 Mon Sep 17 00:00:00 2001 From: jshipsey Date: Sat, 8 Aug 2020 13:47:17 -0400 Subject: [PATCH] swim alterations to condense the body on strong turns --- voxygen/src/anim/src/character/swim.rs | 79 ++++++++++++--------- voxygen/src/anim/src/character/swimwield.rs | 8 +-- voxygen/src/scene/figure/mod.rs | 2 +- 3 files changed, 51 insertions(+), 38 deletions(-) diff --git a/voxygen/src/anim/src/character/swim.rs b/voxygen/src/anim/src/character/swim.rs index d7a1a832a2..939eda7fd4 100644 --- a/voxygen/src/anim/src/character/swim.rs +++ b/voxygen/src/anim/src/character/swim.rs @@ -32,17 +32,19 @@ impl Animation for SwimAnimation { skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); + let avgspeed = Vec2::::from(avg_vel).magnitude(); + let avgtotal = Vec3::::from(avg_vel).magnitude(); let speed = Vec3::::from(velocity).magnitude(); *rate = 1.0; - let tempo = if speed > 0.5 { 1.0 } else { 0.7 }; + let tempo = if speed > 0.5 { 1.5 } else { 0.7 }; let intensity = if speed > 0.5 { 1.0 } else { 0.3 }; let lab = 1.0 * tempo; - let short = (anim_time as f32 * lab as f32 * 6.0 + PI / 2.0).sin(); + let short = (anim_time as f32 * lab as f32 * 6.0 + PI * 0.9).sin(); - let foot = (anim_time as f32 * lab as f32 * 6.0).sin(); + let foot = (anim_time as f32 * lab as f32 * 6.0 + PI * -0.1).sin(); let footrotl = (((1.0) / (0.2 @@ -58,8 +60,8 @@ impl Animation for SwimAnimation { .sqrt()) * ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin()); - let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin(); - let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin(); + let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin(); + let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.4)).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo)) .floor() @@ -85,32 +87,35 @@ impl Animation for SwimAnimation { } else { 0.0 } * 1.3; + let abstilt = tilt.abs(); - let adjust = if speed > 0.5 { -1.57 } else { -3.14 * speed }; + let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; //condenses the body at strong turns next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.head.0, skeleton_attr.head.1 - 1.0 + short * 0.3, ); - next.head.ori = Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity) - * Quaternion::rotation_x( - (0.4 * head_look.y * (1.0 / intensity)).abs() - + 0.45 * intensity - + velocity.z * 0.02, - ); + next.head.ori = + Quaternion::rotation_z(head_look.x * 0.5 + short * -0.2 * intensity + tilt * 3.0) + * Quaternion::rotation_x( + (0.4 * head_look.y * (1.0 / intensity)).abs() + + 0.45 * intensity + + velocity.z * 0.03 + - (abstilt * 1.8), + ); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, - -13.0 + skeleton_attr.chest.1 + short * 1.3 * intensity, + -10.0 + skeleton_attr.chest.1 + short * 0.3 * intensity, ); next.chest.ori = Quaternion::rotation_z(short * 0.1 * intensity); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1); - next.belt.ori = Quaternion::rotation_x(velocity.z * 0.01) - * Quaternion::rotation_z(short * 0.2 * intensity); + next.belt.ori = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0) + * Quaternion::rotation_z(short * -0.2 * intensity); next.belt.scale = Vec3::one(); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); @@ -118,42 +123,44 @@ impl Animation for SwimAnimation { next.back.scale = Vec3::one() * 1.02; next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); - next.shorts.ori = Quaternion::rotation_x(velocity.z * 0.02) - * Quaternion::rotation_z(short * 0.3 * intensity); + next.shorts.ori = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0) + * Quaternion::rotation_z(short * -0.3 * intensity); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -1.0 - skeleton_attr.hand.0, - 1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity, - intensity * 5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity, + 1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity * squash, + intensity * 5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity * squash, ); - next.l_hand.ori = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity) + next.l_hand.ori = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash) * Quaternion::rotation_y(0.4 + foot * -0.35); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 1.0 + skeleton_attr.hand.0, - 1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity, - intensity * 5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity, + 1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity * squash, + intensity * 5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity * squash, ); - next.r_hand.ori = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity) + next.r_hand.ori = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash) * Quaternion::rotation_y(-0.4 + foot * -0.35); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, - skeleton_attr.foot.1 + foothoril * 1.5 * intensity, - -15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity, + skeleton_attr.foot.1 + foothoril * 1.5 * intensity * squash, + -10.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity * squash, ); - next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity); + next.l_foot.ori = + Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, - skeleton_attr.foot.1 + foothorir * 1.5 * intensity, - -15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity, + skeleton_attr.foot.1 + foothorir * 1.5 * intensity * squash, + -10.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity * squash, ); - next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity); + next.r_foot.ori = + Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( @@ -218,13 +225,19 @@ impl Animation for SwimAnimation { ); next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.65; - + let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 { + avgtotal.min(0.5) + } else { + avgtotal + }; next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler; - next.torso.ori = Quaternion::rotation_x(adjust + avg_vel.z * 0.12) - * Quaternion::rotation_z(tilt * 12.0 + short * 0.0 * intensity); + next.torso.ori = Quaternion::rotation_x( + (((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(1.57) - PI / 2.0) + + avgspeed * avg_vel.z * -0.003, + ) * Quaternion::rotation_z(tilt * 8.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; - next.control.scale = Vec3::one(); + next.control.scale = Vec3::one(); //avgspeed*-0.14*reverse + next.l_control.scale = Vec3::one(); diff --git a/voxygen/src/anim/src/character/swimwield.rs b/voxygen/src/anim/src/character/swimwield.rs index a9000a7e2e..3554ffa5e5 100644 --- a/voxygen/src/anim/src/character/swimwield.rs +++ b/voxygen/src/anim/src/character/swimwield.rs @@ -70,7 +70,7 @@ impl Animation for SwimWieldAnimation { next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1 + foothoril * 1.5 * intensity, - -15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity, + -10.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity, ); next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity); next.l_foot.scale = Vec3::one(); @@ -78,11 +78,11 @@ impl Animation for SwimWieldAnimation { next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, skeleton_attr.foot.1 + foothorir * 1.5 * intensity, - -15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity, + -10.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity, ); next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity); next.r_foot.scale = Vec3::one(); - if velocity > 0.1 { + if velocity > 0.01 { next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(velocity * -0.05); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; @@ -123,7 +123,7 @@ impl Animation for SwimWieldAnimation { ); next.chest.ori = - Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15); + Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1); next.belt.ori = Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 68c0861f2b..f825ac585b 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -584,7 +584,7 @@ impl FigureMgr { physics.in_fluid, // In water ) { // Standing - (true, false, _) => anim::character::StandAnimation::update_skeleton( + (true, false, false) => anim::character::StandAnimation::update_skeleton( &CharacterSkeleton::new(), ( active_tool_kind.clone(),