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animation adjustments
Former-commit-id: 8752caf0bdcac1c2938f048878a008e8f5cd18e0
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assets/voxygen/voxel/hand.vox
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assets/voxygen/voxel/head.vox
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assets/voxygen/voxel/shoulder_l.vox
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@ -60,6 +60,17 @@ pub enum Weapon {
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Staff,
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Staff,
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Shoulder {
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DefaultShoulder
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Draw {
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DefaultDraw
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}
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use Belt::*;
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use Belt::*;
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use Chest::*;
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use Chest::*;
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use Foot::*;
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use Foot::*;
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@ -69,6 +80,9 @@ use Head::*;
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use Pants::*;
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use Pants::*;
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use Race::*;
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use Race::*;
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use Weapon::*;
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use Weapon::*;
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use Shoulder::*;
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use Draw::*;
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const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead];
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const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead];
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const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified];
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const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified];
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@ -79,6 +93,10 @@ const ALL_PANTS: [Pants; 1] = [DefaultPants];
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const ALL_HANDS: [Hand; 1] = [DefaultHand];
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const ALL_HANDS: [Hand; 1] = [DefaultHand];
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const ALL_FEET: [Foot; 1] = [DefaultFoot];
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const ALL_FEET: [Foot; 1] = [DefaultFoot];
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const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow, Staff];
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const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow, Staff];
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const ALL_SHOULDERS: [Shoulder; 1] = [DefaultShoulder];
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const ALL_DRAW: [Draw; 1] = [DefaultDraw];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct Character {
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pub struct Character {
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@ -91,6 +109,9 @@ pub struct Character {
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pub hand: Hand,
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pub hand: Hand,
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pub foot: Foot,
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pub foot: Foot,
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pub weapon: Weapon,
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pub weapon: Weapon,
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pub shoulder: Shoulder,
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pub draw: Draw,
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}
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}
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impl Character {
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impl Character {
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@ -105,6 +126,9 @@ impl Character {
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hand: *thread_rng().choose(&ALL_HANDS).unwrap(),
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hand: *thread_rng().choose(&ALL_HANDS).unwrap(),
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foot: *thread_rng().choose(&ALL_FEET).unwrap(),
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foot: *thread_rng().choose(&ALL_FEET).unwrap(),
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weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(),
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weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(),
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shoulder: *thread_rng().choose(&ALL_SHOULDERS).unwrap(),
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draw: *thread_rng().choose(&ALL_DRAW).unwrap(),
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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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@ -7,6 +7,9 @@ use vek::*;
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// Local
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// Local
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use super::{super::Animation, CharacterSkeleton, SCALE};
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use super::{super::Animation, CharacterSkeleton, SCALE};
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pub struct Input {
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pub attack: bool,
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}
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pub struct IdleAnimation;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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impl Animation for IdleAnimation {
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@ -40,62 +43,66 @@ impl Animation for IdleAnimation {
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.sin()
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.sin()
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* 0.25,
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* 0.25,
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);
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);
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next.head.offset = Vec3::new(5.5, 2.0, 11.5 + waveultra_slow * 0.4);
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next.head.offset = Vec3::new(5.5, 2.0, 11.0 + waveultra_slow * 0.3);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one();
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 7.5 + waveultra_slow * 0.4);
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + waveultra_slow * 0.3);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 5.5 + waveultra_slow * 0.4);
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + waveultra_slow * 0.3);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.5 + waveultra_slow * 0.4);
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + waveultra_slow * 0.3);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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next.l_hand.offset = Vec3::new(
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-7.5,
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-6.0,
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-2.0 + waveultracos_slow * 0.3,
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-2.0 + waveultracos_slow * 0.15,
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12.0 + waveultra_slow * 1.1,
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11.5 + waveultra_slow * 0.5,
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);
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
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next.l_hand.scale = Vec3::one();
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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next.r_hand.offset = Vec3::new(
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7.5,
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9.0,
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-2.0 + waveultracos_slow * 0.3,
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-2.0 + waveultracos_slow * 0.15,
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12.0 + waveultra_slow * 1.1,
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11.5 + waveultra_slow * 0.5,
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);
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
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next.r_hand.scale = Vec3::one();
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0, 8.0);
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 0.0, 8.0);
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.5);
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next.torso.scale = Vec3::one() / 11.0;
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next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0);
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next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.draw.ori = Quaternion::rotation_y(-0.2);
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next.l_shoulder.scale = Vec3::one();
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next.draw.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next
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next
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}
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}
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}
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}
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@ -21,18 +21,19 @@ impl Animation for JumpAnimation {
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave = (anim_time as f32 * 14.0).sin();
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let arcwave = (1.0f32.ln_1p() - 1.0).abs();
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let waveslow = (anim_time as f32 * 7.0).sin();
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let arcwave = (1.0f32.ln_1p() - 1.5).abs();
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let wavetest = (wave.cbrt());
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let wavetest = (wave.cbrt());
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let fuzzwave = (anim_time as f32 * 12.0).sin();
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let fuzzwave = (anim_time as f32 * 12.0).sin();
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let wavecos = (anim_time as f32 * 14.0).cos();
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let wavecos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 5.0 + PI).min(PI / 2.0).sin();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
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let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
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let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
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let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let mult = wave_slow / (wave_slow.abs());
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next.head.offset = Vec3::new(5.5, 2.0, 12.0);
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next.head.offset = Vec3::new(5.5, 2.0, 12.0);
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next.head.ori = Quaternion::rotation_x(0.15);
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next.head.ori = Quaternion::rotation_x(0.25);
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next.head.scale = Vec3::one();
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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@ -47,38 +48,38 @@ impl Animation for JumpAnimation {
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-7.5, -2.0, 12.0);
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next.l_hand.offset = Vec3::new(-7.5, 0.0, 12.0);
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next.l_hand.ori = Quaternion::rotation_x(0.8);
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next.l_hand.ori = Quaternion::rotation_x(wave_stopalt * 1.2 - waveslow * 0.15);
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next.l_hand.scale = Vec3::one();
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(7.5, -2.0, 12.0);
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next.r_hand.offset = Vec3::new(7.5, 0.0, 12.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.8);
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next.r_hand.ori = Quaternion::rotation_x(wave_stopalt * -1.2 + waveslow * 0.15);
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next.r_hand.scale = Vec3::one();
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_slow * -1.2);
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next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - waveslow * 0.2);
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next.l_foot.scale = Vec3::one();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
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next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
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next.r_foot.ori = Quaternion::rotation_x(wave_slow * 1.2);
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next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + waveslow * 0.2);
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next.r_foot.scale = Vec3::one();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
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next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.weapon.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, 0.0, 0.2);
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0;
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next
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next
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}
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}
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}
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}
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@ -25,9 +25,11 @@ pub struct CharacterSkeleton {
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l_foot: Bone,
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l_foot: Bone,
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r_foot: Bone,
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r_foot: Bone,
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weapon: Bone,
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weapon: Bone,
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torso: Bone,
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l_shoulder: Bone,
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l_shoulder: Bone,
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r_shoulder: Bone,
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r_shoulder: Bone,
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torso: Bone,
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draw: Bone,
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|
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}
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}
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|
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impl CharacterSkeleton {
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impl CharacterSkeleton {
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@ -42,9 +44,11 @@ impl CharacterSkeleton {
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l_foot: Bone::default(),
|
l_foot: Bone::default(),
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r_foot: Bone::default(),
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r_foot: Bone::default(),
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weapon: Bone::default(),
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weapon: Bone::default(),
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torso: Bone::default(),
|
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l_shoulder: Bone::default(),
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l_shoulder: Bone::default(),
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r_shoulder: Bone::default(),
|
r_shoulder: Bone::default(),
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|
torso: Bone::default(),
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|
draw: Bone::default(),
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|
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}
|
}
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}
|
}
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}
|
}
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@ -53,22 +57,21 @@ impl Skeleton for CharacterSkeleton {
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fn compute_matrices(&self) -> [FigureBoneData; 16] {
|
fn compute_matrices(&self) -> [FigureBoneData; 16] {
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let chest_mat = self.chest.compute_base_matrix();
|
let chest_mat = self.chest.compute_base_matrix();
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let torso_mat = self.torso.compute_base_matrix();
|
let torso_mat = self.torso.compute_base_matrix();
|
||||||
|
let l_hand_mat = self.l_hand.compute_base_matrix();
|
||||||
[
|
[
|
||||||
FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * chest_mat),
|
FigureBoneData::new(torso_mat * chest_mat),
|
||||||
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * self.l_hand.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * l_hand_mat),
|
||||||
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
|
||||||
|
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
|
||||||
|
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat),
|
FigureBoneData::new(torso_mat),
|
||||||
//FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
|
||||||
//FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()),
|
|
||||||
FigureBoneData::default(),
|
|
||||||
FigureBoneData::default(),
|
|
||||||
FigureBoneData::default(),
|
|
||||||
FigureBoneData::default(),
|
FigureBoneData::default(),
|
||||||
FigureBoneData::default(),
|
FigureBoneData::default(),
|
||||||
FigureBoneData::default(),
|
FigureBoneData::default(),
|
||||||
@ -85,8 +88,12 @@ impl Skeleton for CharacterSkeleton {
|
|||||||
self.l_foot.interpolate(&target.l_foot);
|
self.l_foot.interpolate(&target.l_foot);
|
||||||
self.r_foot.interpolate(&target.r_foot);
|
self.r_foot.interpolate(&target.r_foot);
|
||||||
self.weapon.interpolate(&target.weapon);
|
self.weapon.interpolate(&target.weapon);
|
||||||
self.torso.interpolate(&target.torso);
|
|
||||||
self.l_shoulder.interpolate(&target.l_shoulder);
|
self.l_shoulder.interpolate(&target.l_shoulder);
|
||||||
self.r_shoulder.interpolate(&target.r_shoulder);
|
self.r_shoulder.interpolate(&target.r_shoulder);
|
||||||
|
self.torso.interpolate(&target.torso);
|
||||||
|
self.draw.interpolate(&target.draw);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -28,27 +28,27 @@ impl Animation for RunAnimation {
|
|||||||
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
|
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
|
||||||
let wave_dip = (wave_slow.abs() - 0.5).abs();
|
let wave_dip = (wave_slow.abs() - 0.5).abs();
|
||||||
|
|
||||||
next.head.offset = Vec3::new(5.5, 2.0, 12.0 + wavecos * 1.3);
|
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wavecos * 1.3);
|
||||||
next.head.ori = Quaternion::rotation_x(0.15);
|
next.head.ori = Quaternion::rotation_x(0.15);
|
||||||
next.head.scale = Vec3::one();
|
next.head.scale = Vec3::one();
|
||||||
|
|
||||||
next.chest.offset = Vec3::new(5.5, 0.0, 8.0 + wavecos * 1.1);
|
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wavecos * 1.1);
|
||||||
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
|
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(5.5, 0.0, 6.0 + wavecos * 1.1);
|
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wavecos * 1.1);
|
||||||
next.belt.ori = Quaternion::rotation_z(wave * 0.25);
|
next.belt.ori = Quaternion::rotation_z(wave * 0.25);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0 + wavecos * 1.1);
|
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wavecos * 1.1);
|
||||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
next.l_hand.offset = Vec3::new(-7.5, -2.0 + wavecos * 2.5, 12.0 - wave * 1.5);
|
next.l_hand.offset = Vec3::new(-7.5, 0.0 + wavecos * 2.5, 11.0 - wave * 1.5);
|
||||||
next.l_hand.ori = Quaternion::rotation_x(wavecos * 0.9);
|
next.l_hand.ori = Quaternion::rotation_x(wavecos * 0.9);
|
||||||
next.l_hand.scale = Vec3::one();
|
next.l_hand.scale = Vec3::one();
|
||||||
|
|
||||||
next.r_hand.offset = Vec3::new(7.5, -2.0 - wavecos * 2.5, 12.0 + wave * 1.5);
|
next.r_hand.offset = Vec3::new(7.5, 0.0 - wavecos * 2.5, 11.0 + wave * 1.5);
|
||||||
next.r_hand.ori = Quaternion::rotation_x(wavecos * -0.9);
|
next.r_hand.ori = Quaternion::rotation_x(wavecos * -0.9);
|
||||||
next.r_hand.scale = Vec3::one();
|
next.r_hand.scale = Vec3::one();
|
||||||
|
|
||||||
@ -60,21 +60,27 @@ impl Animation for RunAnimation {
|
|||||||
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
|
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
|
||||||
next.r_foot.scale = Vec3::one();
|
next.r_foot.scale = Vec3::one();
|
||||||
|
|
||||||
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
|
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
|
||||||
next.weapon.ori = Quaternion::rotation_y(2.5);
|
next.weapon.ori = Quaternion::rotation_y(2.5);
|
||||||
next.weapon.scale = Vec3::one();
|
next.weapon.scale = Vec3::one();
|
||||||
|
|
||||||
next.torso.offset = Vec3::new(-0.5, -0.2, 0.2);
|
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
|
||||||
|
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||||
|
next.l_shoulder.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
|
||||||
|
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||||
|
next.r_shoulder.scale = Vec3::one();
|
||||||
|
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
|
||||||
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
|
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
|
||||||
next.torso.scale = Vec3::one() / 11.0;
|
next.torso.scale = Vec3::one() / 11.0;
|
||||||
|
|
||||||
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
|
next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
|
||||||
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
|
next.draw.ori = Quaternion::rotation_y(-0.2);
|
||||||
next.l_shoulder.scale = Vec3::one();
|
next.draw.scale = Vec3::one();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
|
|
||||||
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
|
|
||||||
next.r_shoulder.scale = Vec3::one();
|
|
||||||
|
|
||||||
next
|
next
|
||||||
}
|
}
|
||||||
|
@ -14,7 +14,7 @@ use common::{
|
|||||||
assets,
|
assets,
|
||||||
comp::{
|
comp::{
|
||||||
self,
|
self,
|
||||||
character::{Belt, Character, Chest, Foot, Hand, Head, Pants, Weapon},
|
character::{Belt, Character, Chest, Foot, Hand, Head, Pants, Weapon, Shoulder, Draw},
|
||||||
},
|
},
|
||||||
figure::Segment,
|
figure::Segment,
|
||||||
msg,
|
msg,
|
||||||
@ -62,8 +62,9 @@ impl FigureCache {
|
|||||||
Some(Self::load_left_foot(character.foot)),
|
Some(Self::load_left_foot(character.foot)),
|
||||||
Some(Self::load_right_foot(character.foot)),
|
Some(Self::load_right_foot(character.foot)),
|
||||||
Some(Self::load_weapon(character.weapon)),
|
Some(Self::load_weapon(character.weapon)),
|
||||||
None,
|
Some(Self::load_left_shoulder(character.shoulder)),
|
||||||
None,
|
Some(Self::load_right_shoulder(character.shoulder)),
|
||||||
|
//Some(Self::load_draw(character.draw)),
|
||||||
None,
|
None,
|
||||||
None,
|
None,
|
||||||
None,
|
None,
|
||||||
@ -146,7 +147,7 @@ impl FigureCache {
|
|||||||
match hand {
|
match hand {
|
||||||
Hand::DefaultHand => "hand.vox",
|
Hand::DefaultHand => "hand.vox",
|
||||||
},
|
},
|
||||||
Vec3::new(3.5, 0.0, -7.0),
|
Vec3::new(2.0, 0.0, -7.0),
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -155,7 +156,7 @@ impl FigureCache {
|
|||||||
match hand {
|
match hand {
|
||||||
Hand::DefaultHand => "hand.vox",
|
Hand::DefaultHand => "hand.vox",
|
||||||
},
|
},
|
||||||
Vec3::new(3.5, 0.0, -7.0),
|
Vec3::new(2.0, 0.0, -7.0),
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -188,6 +189,35 @@ impl FigureCache {
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn load_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
|
||||||
|
Self::load_mesh(
|
||||||
|
match shoulder {
|
||||||
|
Shoulder::DefaultShoulder => "shoulder_l.vox",
|
||||||
|
},
|
||||||
|
Vec3::new(2.5, 0.0, 0.0),
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
|
||||||
|
Self::load_mesh(
|
||||||
|
match shoulder {
|
||||||
|
Shoulder::DefaultShoulder => "shoulder_r.vox",
|
||||||
|
},
|
||||||
|
Vec3::new(2.5, 0.0, 0.0),
|
||||||
|
)
|
||||||
|
}
|
||||||
|
// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
|
||||||
|
// Self::load_mesh(
|
||||||
|
// match draw {
|
||||||
|
// //Draw::DefaultDraw => "sword.vox",
|
||||||
|
//
|
||||||
|
// },
|
||||||
|
// Vec3::new(0.0, 0.0, -2.0)
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// )
|
||||||
|
// }
|
||||||
|
|
||||||
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
|
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
|
||||||
let time = client.state().get_time();
|
let time = client.state().get_time();
|
||||||
let ecs = client.state_mut().ecs_mut();
|
let ecs = client.state_mut().ecs_mut();
|
||||||
|
Loading…
Reference in New Issue
Block a user