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separate static anims for feet (run/static)
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parent
637b4642d8
commit
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@ -4,7 +4,9 @@ use specs_idvs::IDVStorage;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Animation {
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Idle,
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Stand,
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Run,
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Lean,
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Jump,
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Gliding,
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Attack,
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@ -33,8 +33,10 @@ impl<'a> System<'a> for Sys {
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let animation = match (physics.on_ground, &character.movement, &character.action) {
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(_, Roll { .. }, Idle) => Animation::Roll,
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(true, Stand, Idle) => Animation::Idle,
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(true, Run, Idle) => Animation::Run,
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(true, Stand, _) => Animation::Stand, //if standing still, legs still
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(true, Stand, Idle) => Animation::Idle, //if standing still and not acting, idle the body
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(true, Run, _) => Animation::Run, //if running, legs run
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(true, Run, Idle) => Animation::Lean, //if running and not acting, lean the body
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(false, Jump, Idle) => Animation::Jump,
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(true, Stand, Wield { .. }) => Animation::Cidle,
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(true, Run, Wield { .. }) => Animation::Crun,
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@ -75,14 +75,6 @@ impl Animation for IdleAnimation {
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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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.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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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.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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107
voxygen/src/anim/character/lean.rs
Normal file
107
voxygen/src/anim/character/lean.rs
Normal file
@ -0,0 +1,107 @@
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use std::f32::consts::PI;
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use std::ops::Mul;
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use vek::*;
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pub struct LeanAnimation;
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impl Animation for LeanAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f64);
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(velocity, global_time): Self::Dependency,
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anim_time: f64,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
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let wave_cos_dub = (anim_time as f32 * 24.0).cos();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.35);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-7.5 + wave_cos_dub * 1.0,
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2.0 + wave_cos * 5.0,
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0.0 - wave * 1.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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7.5 - wave_cos_dub * 1.0,
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2.0 - wave_cos * 5.0,
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0.0 + wave * 1.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
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next.r_hand.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -5,9 +5,11 @@ pub mod cjump;
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pub mod crun;
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pub mod gliding;
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pub mod idle;
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pub mod stand;
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pub mod jump;
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pub mod roll;
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pub mod run;
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pub mod lean;
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// Reexports
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pub use self::attack::AttackAnimation;
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@ -17,9 +19,11 @@ pub use self::cjump::CjumpAnimation;
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pub use self::crun::CrunAnimation;
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pub use self::gliding::GlidingAnimation;
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pub use self::idle::IdleAnimation;
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pub use self::stand::StandAnimation;
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pub use self::jump::JumpAnimation;
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pub use self::roll::RollAnimation;
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pub use self::run::RunAnimation;
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pub use self::lean::LeanAnimation;
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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@ -26,56 +26,6 @@ impl Animation for RunAnimation {
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let wave_cos_dub = (anim_time as f32 * 24.0).cos();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.35);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-7.5 + wave_cos_dub * 1.0,
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2.0 + wave_cos * 5.0,
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0.0 - wave * 1.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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7.5 - wave_cos_dub * 1.0,
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2.0 - wave_cos * 5.0,
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0.0 + wave * 1.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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next.l_foot.scale = Vec3::one();
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@ -83,33 +33,7 @@ impl Animation for RunAnimation {
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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36
voxygen/src/anim/character/stand.rs
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36
voxygen/src/anim/character/stand.rs
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@ -0,0 +1,36 @@
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct StandAnimation;
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impl Animation for StandAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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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.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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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
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}
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}
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@ -703,7 +703,7 @@ impl FigureMgr {
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let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
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let target_movement = match &character.movement {
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Stand => anim::character::IdleAnimation::update_skeleton(
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Stand => anim::character::StandAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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time_since_movement_change,
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@ -739,10 +739,11 @@ impl FigureMgr {
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let target_action = match &character.action {
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Idle => anim::character::IdleAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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time_since_action_change,
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(vel.0.magnitude(), time),
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time_since_movement_change,
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skeleton_attr,
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),
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Wield { .. } => anim::character::CidleAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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