separate static anims for feet (run/static)

This commit is contained in:
jshipsey 2019-08-26 01:18:19 -04:00
parent 637b4642d8
commit e6197d4c10
8 changed files with 158 additions and 90 deletions

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@ -4,7 +4,9 @@ use specs_idvs::IDVStorage;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum Animation {
Idle,
Stand,
Run,
Lean,
Jump,
Gliding,
Attack,

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@ -33,8 +33,10 @@ impl<'a> System<'a> for Sys {
let animation = match (physics.on_ground, &character.movement, &character.action) {
(_, Roll { .. }, Idle) => Animation::Roll,
(true, Stand, Idle) => Animation::Idle,
(true, Run, Idle) => Animation::Run,
(true, Stand, _) => Animation::Stand, //if standing still, legs still
(true, Stand, Idle) => Animation::Idle, //if standing still and not acting, idle the body
(true, Run, _) => Animation::Run, //if running, legs run
(true, Run, Idle) => Animation::Lean, //if running and not acting, lean the body
(false, Jump, Idle) => Animation::Jump,
(true, Stand, Wield { .. }) => Animation::Cidle,
(true, Run, Wield { .. }) => Animation::Crun,

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@ -75,14 +75,6 @@ impl Animation for IdleAnimation {
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,

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@ -0,0 +1,107 @@
use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::f32::consts::PI;
use std::ops::Mul;
use vek::*;
pub struct LeanAnimation;
impl Animation for LeanAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (f32, f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
(velocity, global_time): Self::Dependency,
anim_time: f64,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 12.0).sin();
let wave_cos = (anim_time as f32 * 12.0).cos();
let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
let wave_cos_dub = (anim_time as f32 * 24.0).cos();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-1.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-7.5 + wave_cos_dub * 1.0,
2.0 + wave_cos * 5.0,
0.0 - wave * 1.5,
);
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5 - wave_cos_dub * 1.0,
2.0 - wave_cos * 5.0,
0.0 + wave * 1.5,
);
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
next.r_hand.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.weapon.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}

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@ -5,9 +5,11 @@ pub mod cjump;
pub mod crun;
pub mod gliding;
pub mod idle;
pub mod stand;
pub mod jump;
pub mod roll;
pub mod run;
pub mod lean;
// Reexports
pub use self::attack::AttackAnimation;
@ -17,9 +19,11 @@ pub use self::cjump::CjumpAnimation;
pub use self::crun::CrunAnimation;
pub use self::gliding::GlidingAnimation;
pub use self::idle::IdleAnimation;
pub use self::stand::StandAnimation;
pub use self::jump::JumpAnimation;
pub use self::roll::RollAnimation;
pub use self::run::RunAnimation;
pub use self::lean::LeanAnimation;
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;

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@ -26,56 +26,6 @@ impl Animation for RunAnimation {
let wave_cos_dub = (anim_time as f32 * 24.0).cos();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-1.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-7.5 + wave_cos_dub * 1.0,
2.0 + wave_cos * 5.0,
0.0 - wave * 1.5,
);
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5 - wave_cos_dub * 1.0,
2.0 - wave_cos * 5.0,
0.0 + wave * 1.5,
);
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
next.l_foot.scale = Vec3::one();
@ -83,33 +33,7 @@ impl Animation for RunAnimation {
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.weapon.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}

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@ -0,0 +1,36 @@
use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct StandAnimation;
impl Animation for StandAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: f64,
anim_time: f64,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
next
}
}

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@ -703,7 +703,7 @@ impl FigureMgr {
let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
let target_movement = match &character.movement {
Stand => anim::character::IdleAnimation::update_skeleton(
Stand => anim::character::StandAnimation::update_skeleton(
state.skeleton_mut(),
time,
time_since_movement_change,
@ -739,10 +739,11 @@ impl FigureMgr {
let target_action = match &character.action {
Idle => anim::character::IdleAnimation::update_skeleton(
state.skeleton_mut(),
time,
time_since_action_change,
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
Wield { .. } => anim::character::CidleAnimation::update_skeleton(
state.skeleton_mut(),
time,