Improves bipedlarge and theropod anims, balance tweaks

This commit is contained in:
Snowram 2020-11-17 22:54:12 +01:00 committed by Robin Gilh
parent a773fd602a
commit d98bfa72ad
21 changed files with 404 additions and 466 deletions

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@ -5,7 +5,7 @@ ItemDef(
(
kind: Staff,
stats: (
equip_time_millis: 500,
equip_time_millis: 300,
power: 1.00,
speed: 1.0,
),

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@ -549,7 +549,7 @@
central: ("npc.mindflayer.male.torso_upper"),
),
torso_lower: (
offset: (-4.5, -6.0, -7.5),
offset: (-12.5, -10.0, -9.0),
central: ("npc.mindflayer.male.torso_lower"),
),
jaw: (

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@ -1037,7 +1037,7 @@
central: ("npc.antelope.male.torso_front"),
),
torso_back: (
offset: (-4.0, -5.5, -3.5),
offset: (-4.0, -11.0, -3.5),
central: ("npc.antelope.male.torso_back"),
),
ears: (
@ -1067,7 +1067,7 @@
central: ("npc.antelope.male.torso_front"),
),
torso_back: (
offset: (-4.0, -5.5, -3.5),
offset: (-4.0, -11.0, -3.5),
central: ("npc.antelope.male.torso_back"),
),
ears: (
@ -1097,7 +1097,7 @@
central: ("npc.kelpie.male.torso_front"),
),
torso_back: (
offset: (-4.0, -12.0, -4.0),
offset: (-4.0, -10.0, -4.0),
central: ("npc.kelpie.male.torso_back"),
),
ears: (
@ -1127,7 +1127,7 @@
central: ("npc.kelpie.male.torso_front"),
),
torso_back: (
offset: (-4.0, -12.0, -4.0),
offset: (-4.0, -10.0, -4.0),
central: ("npc.kelpie.male.torso_back"),
),
ears: (
@ -1157,7 +1157,7 @@
central: ("npc.horse.male.torso_front"),
),
torso_back: (
offset: (-4.0, -6.0, -4.5),
offset: (-4.0, -10.0, -4.5),
central: ("npc.horse.male.torso_back"),
),
ears: (
@ -1187,7 +1187,7 @@
central: ("npc.horse.male.torso_front"),
),
torso_back: (
offset: (-4.0, -6.0, -4.5),
offset: (-4.0, -10.0, -4.5),
central: ("npc.horse.male.torso_back"),
),
ears: (

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@ -107,6 +107,11 @@ impl<'a> From<&'a Body> for Psyche {
quadruped_medium::Species::Catoblepas => 0.8,
quadruped_medium::Species::Deer => 0.6,
quadruped_medium::Species::Hirdrasil => 0.7,
quadruped_medium::Species::Donkey => 0.7,
quadruped_medium::Species::Camel => 0.7,
quadruped_medium::Species::Zebra => 0.7,
quadruped_medium::Species::Antelope => 0.6,
quadruped_medium::Species::Horse => 0.8,
_ => 1.0,
},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {

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@ -221,7 +221,7 @@ impl Body {
quadruped_low::Species::Maneater => 4.0,
_ => 1.3,
},
Body::Theropod(_) => 0.7,
Body::Theropod(_) => 3.0,
Body::BirdMedium(body) => match body.species {
bird_medium::Species::Cockatrice => 1.8,
_ => 1.1,
@ -230,7 +230,12 @@ impl Body {
Body::Dragon(_) => 16.0,
Body::BirdSmall(_) => 1.1,
Body::FishSmall(_) => 0.9,
Body::BipedLarge(_) => 4.6,
Body::BipedLarge(body) => match body.species {
biped_large::Species::Slysaurok => 2.3,
biped_large::Species::Occultsaurok => 2.8,
biped_large::Species::Mightysaurok => 2.3,
_ => 4.6,
},
Body::Golem(_) => 5.8,
Body::Object(_) => 1.0,
}
@ -274,6 +279,12 @@ impl Body {
quadruped_medium::Species::Deer => 300,
quadruped_medium::Species::Hirdrasil => 500,
quadruped_medium::Species::Roshwalr => 600,
quadruped_medium::Species::Donkey => 500,
quadruped_medium::Species::Camel => 600,
quadruped_medium::Species::Zebra => 500,
quadruped_medium::Species::Antelope => 300,
quadruped_medium::Species::Kelpie => 600,
quadruped_medium::Species::Horse => 600,
_ => 400,
},
Body::BirdMedium(bird_medium) => match bird_medium.species {
@ -296,11 +307,12 @@ impl Body {
biped_large::Species::Wendigo => 2000,
biped_large::Species::Troll => 1500,
biped_large::Species::Dullahan => 2000,
biped_large::Species::Mindflayer => 1500,
_ => 1000,
},
Body::Object(_) => 10000,
Body::Golem(_) => 2740,
Body::Theropod(_) => 50,
Body::Theropod(_) => 1000,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 600,
quadruped_low::Species::Alligator => 600,
@ -311,6 +323,8 @@ impl Body {
quadruped_low::Species::Rocksnapper => 1000,
quadruped_low::Species::Pangolin => 80,
quadruped_low::Species::Maneater => 400,
quadruped_low::Species::Sandshark => 600,
quadruped_low::Species::Hakulaq => 400,
_ => 200,
},
}
@ -341,9 +355,15 @@ impl Body {
quadruped_medium::Species::Mouflon => 30,
quadruped_medium::Species::Catoblepas => 50,
quadruped_medium::Species::Bonerattler => 30,
quadruped_medium::Species::Deer => 30,
quadruped_medium::Species::Deer => 20,
quadruped_medium::Species::Hirdrasil => 30,
quadruped_medium::Species::Roshwalr => 40,
quadruped_medium::Species::Donkey => 30,
quadruped_medium::Species::Camel => 30,
quadruped_medium::Species::Zebra => 30,
quadruped_medium::Species::Antelope => 20,
quadruped_medium::Species::Kelpie => 30,
quadruped_medium::Species::Horse => 30,
_ => 20,
},
Body::BirdMedium(bird_medium) => match bird_medium.species {
@ -366,6 +386,7 @@ impl Body {
biped_large::Species::Wendigo => 80,
biped_large::Species::Troll => 60,
biped_large::Species::Dullahan => 120,
biped_large::Species::Mindflayer => 80,
_ => 100,
},
Body::Object(_) => 10,
@ -381,6 +402,8 @@ impl Body {
quadruped_low::Species::Rocksnapper => 50,
quadruped_low::Species::Pangolin => 10,
quadruped_low::Species::Maneater => 30,
quadruped_low::Species::Sandshark => 40,
quadruped_low::Species::Hakulaq => 10,
_ => 20,
},
}
@ -411,9 +434,15 @@ impl Body {
quadruped_medium::Species::Mouflon => 7,
quadruped_medium::Species::Catoblepas => 10,
quadruped_medium::Species::Bonerattler => 10,
quadruped_medium::Species::Deer => 7,
quadruped_medium::Species::Hirdrasil => 10,
quadruped_medium::Species::Deer => 6,
quadruped_medium::Species::Hirdrasil => 9,
quadruped_medium::Species::Roshwalr => 10,
quadruped_medium::Species::Donkey => 8,
quadruped_medium::Species::Camel => 8,
quadruped_medium::Species::Zebra => 8,
quadruped_medium::Species::Antelope => 6,
quadruped_medium::Species::Kelpie => 8,
quadruped_medium::Species::Horse => 8,
_ => 6,
},
Body::BirdMedium(bird_medium) => match bird_medium.species {
@ -434,6 +463,7 @@ impl Body {
biped_large::Species::Wendigo => 70,
biped_large::Species::Troll => 50,
biped_large::Species::Dullahan => 100,
biped_large::Species::Mindflayer => 80,
_ => 100,
},
Body::Object(_) => 1,
@ -449,6 +479,8 @@ impl Body {
quadruped_low::Species::Rocksnapper => 12,
quadruped_low::Species::Pangolin => 3,
quadruped_low::Species::Maneater => 14,
quadruped_low::Species::Sandshark => 12,
quadruped_low::Species::Hakulaq => 10,
_ => 10,
},
}
@ -493,6 +525,12 @@ impl Body {
quadruped_medium::Species::Deer => 30,
quadruped_medium::Species::Hirdrasil => 50,
quadruped_medium::Species::Roshwalr => 60,
quadruped_medium::Species::Donkey => 40,
quadruped_medium::Species::Camel => 40,
quadruped_medium::Species::Zebra => 40,
quadruped_medium::Species::Antelope => 6,
quadruped_medium::Species::Kelpie => 60,
quadruped_medium::Species::Horse => 50,
_ => 40,
},
Body::BirdMedium(bird_medium) => match bird_medium.species {
@ -515,6 +553,7 @@ impl Body {
biped_large::Species::Wendigo => 60,
biped_large::Species::Troll => 60,
biped_large::Species::Dullahan => 80,
biped_large::Species::Mindflayer => 50,
_ => 60,
},
Body::Object(_) => 0,
@ -530,6 +569,8 @@ impl Body {
quadruped_low::Species::Rocksnapper => 80,
quadruped_low::Species::Pangolin => 10,
quadruped_low::Species::Maneater => 40,
quadruped_low::Species::Sandshark => 60,
quadruped_low::Species::Hakulaq => 40,
_ => 20,
},
}

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@ -61,7 +61,7 @@ impl Animation for BeamAnimation {
s_a.stc.2 + (movement1 * 16.0) * (1.0 - movement3),
);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3 + (movement1 * -1.2) * (1.0 - movement3))
Quaternion::rotation_x(s_a.stc.3 + (movement1 * -0.8) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.stc.4
+ (movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07)
@ -75,7 +75,7 @@ impl Animation for BeamAnimation {
next.hand_l.position = Vec3::new(
0.0 + (movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5) * (1.0 - movement3),
0.0 + (movement1 * -5.0
0.0 + (movement1 * -8.0
+ (movement2 * 8.0).sin() * -2.0
+ (movement2 * 16.0).sin() * -1.5)
* (1.0 - movement3),
@ -90,6 +90,18 @@ impl Animation for BeamAnimation {
)
* Quaternion::rotation_z((movement1 * -2.8) * (1.0 - movement3));
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
* Quaternion::rotation_x(
(movement1 * 0.6 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1)
* (1.0 - movement3),
);
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
* Quaternion::rotation_x(
(movement1 * 1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1)
* (1.0 - movement3),
);
if velocity < 0.5 {
next.head.orientation =
Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05);

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@ -54,8 +54,8 @@ impl Animation for EquipAnimation {
Quaternion::rotation_y(2.2) * Quaternion::rotation_z(-1.57);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(-3.0, -5.0, 9.0);
next.hand_r.position = Vec3::new(-1.75, -4.5, 7.0);
next.hand_l.position = Vec3::new(-9.0, -5.0, -8.0);
next.hand_r.position = Vec3::new(-7.75, -4.5, -10.0);
},
_ => {},
}

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@ -133,6 +133,16 @@ impl Animation for IdleAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
if s_a.float {
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + slower * 1.0 + 4.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
}
next
}
}

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@ -134,6 +134,7 @@ pub struct SkeletonAttr {
bhr: (f32, f32, f32, f32, f32, f32),
bc: (f32, f32, f32, f32, f32, f32),
beast: bool,
float: bool,
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
@ -172,6 +173,7 @@ impl Default for SkeletonAttr {
bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
beast: false,
float: false,
}
}
}
@ -354,6 +356,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(_, _) => (-7.0, 3.0, -8.0, 0.0, 0.0, 0.0),
},
beast: matches!((body.species, body.body_type), (Werewolf, _)),
float: matches!((body.species, body.body_type), (Mindflayer, _)),
}
}
}

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@ -128,6 +128,8 @@ impl Animation for RunAnimation {
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4)
.sin(); //0.7
//
let _slower = (anim_time as f32 * 1.0 + PI).sin();
let slow = (anim_time as f32 * 3.5 + PI).sin();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
@ -387,6 +389,28 @@ impl Animation for RunAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_x(-0.25);
}
if s_a.float {
next.head.orientation = Quaternion::rotation_x(slow * 0.1);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + slow * 2.0 + 4.0);
next.upper_torso.orientation = Quaternion::rotation_x(-0.1 + slow * 0.05);
next.lower_torso.orientation =
Quaternion::rotation_z(short * 0.05) * Quaternion::rotation_x(0.14);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
}
next
}
}

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@ -2,390 +2,185 @@ use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Option<StageSection>,
);
impl Animation for ShootAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
type Dependency = ShootAnimationDependency;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
/* fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 0.55;
let breathe = (anim_time as f32 + 1.5 * PI).sin();
let test = (anim_time as f32 + 36.0 * PI).sin();
let slower = (anim_time as f32 * 1.0 + PI).sin();
let slow = (anim_time as f32 * 3.5 + PI).sin();
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
let tailmove = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 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)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let foothorir = (((1.0)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
let footrotl = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).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();
if velocity < 0.5 {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
next.head.orientation =
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
next.upper_torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * 0.15);
next.lower_torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation =
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_l.position =
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.2) * 1.02;
next.leg_l.orientation = Quaternion::rotation_z(0.0);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.2) * 1.02;
next.leg_r.orientation = Quaternion::rotation_z(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_z(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_z(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(test * 0.0);
next.control.position = Vec3::new(7.0, 9.0, -10.0);
next.control.orientation = Quaternion::rotation_x(test * 0.02)
* Quaternion::rotation_y(test * 0.02)
* Quaternion::rotation_z(test * 0.02);
} else {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + shortalt * -1.5);
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.tail.orientation =
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1 + foothoril * -1.0,
s_a.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.1);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1 + foothorir * -1.0,
s_a.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.1);
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.leg_l.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
next.leg_r.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
4.0 + s_a.foot.1 + foothoril * 8.5,
s_a.foot.2 + ((footvertl * 6.5).max(0.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + footrotl * 0.85);
next.foot_r.position = Vec3::new(
s_a.foot.0,
4.0 + s_a.foot.1 + foothorir * 8.5,
s_a.foot.2 + ((footvertr * 6.5).max(0.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + footrotr * 0.85);
}
match active_tool_kind {
Some(ToolKind::Bow(_)) => {
next.hand_l.position =
Vec3::new(-10.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6 + exp * 0.8)
* Quaternion::rotation_z(-0.3 + exp * 0.9);
next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1 + foothoril * -1.0,
s_a.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
* Quaternion::rotation_y(-0.9)
* Quaternion::rotation_z(footrotl * -0.05);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1 + foothorir * -1.0,
s_a.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(1.8 + footrotr * -0.06)
* Quaternion::rotation_y(-0.5) //1.9
* Quaternion::rotation_z(footrotr * -0.05);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(-0.2);
next.main.position = Vec3::new(7.0, 5.0, -13.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.control.position = Vec3::new(6.0, 6.0, 8.0);
next.control.orientation = Quaternion::rotation_x(exp * 0.4);
},
Some(ToolKind::Staff(_)) => {
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(2.0);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation =
Quaternion::rotation_z(0.4) * Quaternion::rotation_x(2.0);
next.jaw.orientation = Quaternion::rotation_x(-0.2);
next.main.position = Vec3::new(10.0, 12.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
next.control.orientation =
Quaternion::rotation_x(exp * 1.3) * Quaternion::rotation_z(exp * 1.5);
},
_ => {},
}
next
}
}
*/
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, _global_time): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
velocity,
orientation,
last_ori,
_global_time,
stage_section,
): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let foote = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(exp * -0.4)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(exp * 0.1);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0 - exp * 1.5, s_a.upper_torso.1);
next.upper_torso.orientation = Quaternion::rotation_z(0.4 + exp * 1.0)
* Quaternion::rotation_x(0.0 + exp * 0.2)
* Quaternion::rotation_y(exp * -0.08);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0 + exp * 1.0, s_a.lower_torso.1);
next.lower_torso.orientation = next.upper_torso.orientation * -0.08;
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin();
let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin();
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
* Quaternion::rotation_x(
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3),
);
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
* Quaternion::rotation_x(
1.0 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0);
next.control.position = Vec3::new(
s_a.stc.0,
s_a.stc.1 + exp * 5.0,
10.0 + s_a.stc.2 - exp * 5.0,
s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3),
s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.stc.2,
);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + exp * 0.4)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5 + exp * 1.5);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3))
* Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5))
* Quaternion::rotation_z(
s_a.stc.5
- (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3),
);
next.upper_torso.orientation =
Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3));
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(
tilt * -2.5 + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3),
);
if speed < 0.5 {
next.lower_torso.orientation =
Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
} else {
};
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(
s_a.bhl.0 - exp * 2.0,
s_a.bhl.1 - exp * 4.0,
s_a.bhl.2 + exp * 6.0,
);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3)
* Quaternion::rotation_y(s_a.bhl.4 + exp * 0.8)
* Quaternion::rotation_z(s_a.bhl.5 + exp * 0.9);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhl.3)
* Quaternion::rotation_y(s_a.bhr.4)
* Quaternion::rotation_z(s_a.bhr.5);
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
s_a.bhl.0 + movement2 * -2.0,
s_a.bhl.1 + movement2 * -12.0,
s_a.bhl.2 + movement2 * -3.0,
);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
* Quaternion::rotation_x(
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * 1.1) * (1.0 - movement3),
);
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, 4.0 + s_a.bc.2);
next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + exp * 0.4);
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
* Quaternion::rotation_x(
1.5 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
);
next.hold.position =
Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * -3.0);
next.hold.orientation = Quaternion::rotation_x(-1.57);
next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2);
next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0);
next.control.orientation =
Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin())
* Quaternion::rotation_y(s_a.bc.4 - 1.25)
* Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin());
next.upper_torso.orientation = Quaternion::rotation_z(0.8);
next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 - 0.5 + (movement2 as f32 * 0.2).sin());
if speed < 0.5 {
next.upper_torso.orientation =
Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin());
next.lower_torso.orientation = Quaternion::rotation_x(0.08)
* Quaternion::rotation_z((movement2 as f32 * -0.15).sin());
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
} else {
};
},
_ => {},
}
if velocity > 0.5 {
next.foot_l.position = Vec3::new(
-s_a.foot.0 - foot * 1.0 + exp * -1.0,
foote * 0.8 + exp * 1.5,
s_a.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(exp * 0.5)
* Quaternion::rotation_z(exp * 0.4)
* Quaternion::rotation_y(0.15);
next.foot_r.position = Vec3::new(
s_a.foot.0 + foot * 1.0 + exp * 1.0,
foote * -0.8 + exp * -1.0,
s_a.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_x(exp * -0.5)
* Quaternion::rotation_z(exp * 0.4)
* Quaternion::rotation_y(0.0);
next.torso.orientation = Quaternion::rotation_x(-0.15);
} else {
next.foot_l.position = Vec3::new(-s_a.foot.0, -2.5, s_a.foot.2 + exp * 2.5);
next.foot_l.orientation =
Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0);
next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - exp * 2.0, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5);
}
next
}

View File

@ -238,7 +238,7 @@ impl Animation for WieldAnimation {
next.hold.orientation = Quaternion::rotation_x(-1.57);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 - 5.0);
next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
@ -436,6 +436,17 @@ impl Animation for WieldAnimation {
_ => {},
}
};
if s_a.float {
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + slower * 1.0 + 4.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
}
next
}
}

View File

@ -220,9 +220,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Donkey, _) => (-11.0, 1.5),
(Camel, _) => (-14.0, -1.0),
(Zebra, _) => (-10.0, 1.5),
(Antelope, _) => (-4.5, 2.0),
(Kelpie, _) => (-11.0, 3.0),
(Horse, _) => (-5.0, 1.5),
(Antelope, _) => (-10.0, 2.0),
(Kelpie, _) => (-9.0, 3.0),
(Horse, _) => (-9.0, 1.5),
},
torso_front: match (body.species, body.body_type) {
(Grolgar, _) => (10.0, 13.0),
@ -264,9 +264,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Donkey, _) => (-6.0, -1.0),
(Camel, _) => (-12.0, -0.5),
(Zebra, _) => (-6.0, -1.0),
(Antelope, _) => (-12.5, 0.0),
(Kelpie, _) => (-6.0, -1.0),
(Horse, _) => (-11.0, -1.5),
(Antelope, _) => (-7.0, 0.0),
(Kelpie, _) => (-8.0, -1.0),
(Horse, _) => (-8.0, -1.5),
},
ears: match (body.species, body.body_type) {
(Grolgar, _) => (5.0, 8.0),
@ -330,9 +330,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Donkey, _) => (4.0, -9.0, -3.0),
(Camel, _) => (4.5, -10.5, -5.0),
(Zebra, _) => (3.5, -8.0, -3.5),
(Antelope, _) => (3.5, -2.0, -3.5),
(Kelpie, _) => (3.5, -9.0, -2.5),
(Horse, _) => (3.5, -4.0, -2.0),
(Antelope, _) => (3.5, -7.5, -3.5),
(Kelpie, _) => (3.5, -7.0, -2.5),
(Horse, _) => (3.5, -7.0, -2.0),
},
feet_f: match (body.species, body.body_type) {
(Grolgar, _) => (0.0, 0.0, -4.0),
@ -472,10 +472,10 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Mouflon, _) => (true, 1.0),
(Deer, _) => (true, 1.0),
(Hirdrasil, _) => (true, 0.9),
(Donkey, _) => (true, 1.0),
(Zebra, _) => (true, 1.0),
(Antelope, _) => (true, 0.9),
(Kelpie, _) => (true, 1.0),
(Donkey, _) => (false, 1.0),
(Zebra, _) => (false, 1.0),
(Antelope, _) => (false, 0.9),
(Kelpie, _) => (false, 1.0),
(Horse, _) => (true, 0.85),
(_, _) => (false, 0.0),
},

View File

@ -5,7 +5,7 @@ use super::super::vek::*;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -14,7 +14,7 @@ impl Animation for JumpAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,

View File

@ -6,7 +6,7 @@ use std::f32::consts::PI;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -15,7 +15,7 @@ impl Animation for RunAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, _global_time): Self::Dependency,
(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -56,8 +56,20 @@ impl Animation for RunAnimation {
//FR
let foot2a = (anim_time as f32 * (16.0) * lab as f32 * speedmult).sin(); //1.2
let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57).sin(); //1.6
//BL
//BR
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
next.head.scale = Vec3::one() * 1.02;
next.neck.scale = Vec3::one() * 0.98;
@ -67,32 +79,40 @@ impl Animation for RunAnimation {
next.chest_front.scale = Vec3::one() / s_a.scaler;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
next.head.orientation =
Quaternion::rotation_x(-0.1 + short * -0.05) * Quaternion::rotation_z(shortalt * -0.2);
next.head.orientation = Quaternion::rotation_x(-0.1 + short * -0.05)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(shortalt * -0.2 - tilt * 1.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(short * -0.03);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation =
Quaternion::rotation_x(-0.1 + short * -0.04) * Quaternion::rotation_z(shortalt * -0.1);
next.neck.orientation = Quaternion::rotation_x(-0.1 + short * -0.04)
* Quaternion::rotation_y(tilt * 0.3)
* Quaternion::rotation_z(shortalt * -0.1 - tilt * 1.2);
next.chest_front.position =
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + short * 0.5) / s_a.scaler;
next.chest_front.position = Vec3::new(
0.0,
s_a.chest_front.0,
s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 * canceler,
) / s_a.scaler;
next.chest_front.orientation =
Quaternion::rotation_x(short * 0.07) * Quaternion::rotation_z(shortalt * 0.15);
Quaternion::rotation_x(short * 0.07 + x_tilt * (canceler * 6.0).min(1.0))
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation =
Quaternion::rotation_x(short * -0.04) * Quaternion::rotation_z(shortalt * -0.15);
next.chest_back.orientation = Quaternion::rotation_x(short * -0.04)
* Quaternion::rotation_y(tilt * 0.6)
* Quaternion::rotation_z(shortalt * -0.15 + tilt * 0.6);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation =
Quaternion::rotation_x(0.1 + short * -0.02) * Quaternion::rotation_z(shortalt * -0.1);
next.tail_front.orientation = Quaternion::rotation_x(0.1 + short * -0.02)
* Quaternion::rotation_z(shortalt * -0.1 + tilt * 1.0);
next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
next.tail_back.orientation =
Quaternion::rotation_x(0.2 + short * -0.2) * Quaternion::rotation_z(shortalt * -0.2);
next.tail_back.orientation = Quaternion::rotation_x(0.2 + short * -0.1)
* Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.3);
@ -106,7 +126,8 @@ impl Animation for RunAnimation {
s_a.leg.2 + amplitude3 * foot1a * 1.4,
);
next.leg_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot1a * 0.2)
* Quaternion::rotation_z(foot1a * -0.3);
* Quaternion::rotation_y(tilt * 0.5)
* Quaternion::rotation_z(foot1a * -0.3 + tilt * -0.5);
next.leg_r.position = Vec3::new(
s_a.leg.0,
@ -114,7 +135,8 @@ impl Animation for RunAnimation {
s_a.leg.2 + amplitude3 * foot2a * 1.4,
);
next.leg_r.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.2)
* Quaternion::rotation_z(foot2a * 0.3);
* Quaternion::rotation_y(tilt * 0.5)
* Quaternion::rotation_z(foot2a * 0.3 + tilt * -0.5);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
@ -122,14 +144,16 @@ impl Animation for RunAnimation {
s_a.foot.2 + canceler * 2.0 + (foot1a * 2.0).max(0.0) * amplitude2,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot1b * -0.35)
* Quaternion::rotation_y(0.0);
* Quaternion::rotation_y(tilt * -1.0)
* Quaternion::rotation_z(tilt * -0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + canceler * -2.0 + amplitude3 * foot2b * -2.0,
s_a.foot.2 + canceler * 2.0 + (foot2a * 2.0).max(0.0) * amplitude2,
);
next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35);
next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35)
* Quaternion::rotation_y(tilt * -1.0);
next
}

View File

@ -1986,7 +1986,7 @@ impl FigureMgr {
// Running
(true, true, false) => anim::theropod::RunAnimation::update_skeleton(
&TheropodSkeleton::default(),
(vel.0.magnitude(), time),
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -1994,7 +1994,7 @@ impl FigureMgr {
// In air
(false, _, false) => anim::theropod::JumpAnimation::update_skeleton(
&TheropodSkeleton::default(),
(vel.0.magnitude(), time),
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -2299,57 +2299,65 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::BasicRanged(data) => {
if data.exhausted {
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::biped_large::ChargeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
ori,
state.last_ori,
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::BasicRanged(s) => {
let stage_time = s.timer.as_secs_f64();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
};
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
ori,
state.last_ori,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::ChargedRanged(data) => {
if data.exhausted {
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::biped_large::ChargeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
ori,
state.last_ori,
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::ChargedRanged(s) => {
let stage_time = s.timer.as_secs_f64();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
};
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
ori,
state.last_ori,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::DashMelee(s) => {
let stage_time = s.timer.as_secs_f64();

View File

@ -293,6 +293,8 @@ impl World {
quadruped_low::Species::Crocodile => is_hostile = true,
quadruped_low::Species::Alligator => is_hostile = true,
quadruped_low::Species::Maneater => is_hostile = true,
quadruped_low::Species::Sandshark => is_hostile = true,
quadruped_low::Species::Hakulaq => is_hostile = true,
_ => is_hostile = false,
}
},

View File

@ -362,11 +362,11 @@ impl Floor {
0 => self.create_room(Room {
seed: ctx.rng.gen(),
loot_density: 0.000025 + level as f32 * 0.00015,
enemy_density: Some(0.001 + level as f32 * 0.00002),
enemy_density: None,
miniboss: true,
boss: false,
area,
height: ctx.rng.gen_range(20, 25),
height: ctx.rng.gen_range(15, 20),
pillars: Some(4),
}),
_ => self.create_room(Room {
@ -553,26 +553,29 @@ impl Floor {
}
}
if room.miniboss {
let boss_spawn_tile = room.area.center();
// Don't spawn the boss in a pillar
let boss_tile_is_pillar = room
let miniboss_spawn_tile = room.area.center();
// Don't spawn the miniboss in a pillar
let miniboss_tile_is_pillar = room
.pillars
.map(|pillar_space| {
boss_spawn_tile
miniboss_spawn_tile
.map(|e| e.rem_euclid(pillar_space) == 0)
.reduce_and()
})
.unwrap_or(false);
let boss_spawn_tile =
boss_spawn_tile + if boss_tile_is_pillar { 1 } else { 0 };
let miniboss_spawn_tile =
miniboss_spawn_tile + if miniboss_tile_is_pillar { 1 } else { 0 };
if tile_pos == boss_spawn_tile && tile_wcenter.xy() == wpos2d {
let chosen = Lottery::<String>::load_expect(
"common.loot_tables.loot_table_boss_cultist-leader",
);
if tile_pos == miniboss_spawn_tile && tile_wcenter.xy() == wpos2d {
let chosen =
Lottery::<String>::load_expect(match dynamic_rng.gen_range(0, 5) {
0 => "common.loot_tables.loot_table_humanoids",
1 => "common.loot_tables.loot_table_armor_misc",
_ => "common.loot_tables.loot_table_cultists",
});
let chosen = chosen.choose();
let entity = EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_level(dynamic_rng.gen_range(1, 5))
.with_level(1)
.with_alignment(comp::Alignment::Enemy)
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
@ -580,7 +583,7 @@ impl Floor {
&comp::biped_large::Species::Mindflayer,
),
))
.with_name("Bob".to_string())
.with_name("Mindflayer")
.with_loot_drop(comp::Item::new_from_asset_expect(chosen));
supplement.add_entity(entity);