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gliders as items. anim improvements
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parent
7525479a4c
commit
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9
assets/common/items/armor/starter/glider.ron
Normal file
9
assets/common/items/armor/starter/glider.ron
Normal file
@ -0,0 +1,9 @@
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Item(
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name: "Swift Glider",
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description: "Thank goodness for big pockets",
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kind: Glider(
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(
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kind: Blue,
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)
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),
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)
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@ -192,6 +192,7 @@ pub struct Loadout {
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pub second_item: Option<ItemConfig>,
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pub lantern: Option<Item>,
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pub glider: Option<Item>,
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#[in_array(get_armor)]
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pub shoulder: Option<Item>,
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@ -58,12 +58,18 @@ impl Lantern {
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pub fn color(&self) -> Rgb<f32> { self.color.map(|c| c as f32 / 255.0) }
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct Glider {
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pub kind: String,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum ItemKind {
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/// Something wieldable
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Tool(tool::Tool),
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Lantern(Lantern),
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Armor(armor::Armor),
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Glider(Glider),
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Consumable {
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kind: String,
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effect: Effect,
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@ -317,6 +323,7 @@ impl Item {
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(ItemKind::Tool(a), ItemKind::Tool(b)) => a.superficially_eq(b),
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// TODO: Differentiate between lantern colors?
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(ItemKind::Lantern(_), ItemKind::Lantern(_)) => true,
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(ItemKind::Glider(_), ItemKind::Glider(_)) => true,
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(ItemKind::Armor(a), ItemKind::Armor(b)) => a.superficially_eq(b),
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(ItemKind::Consumable { kind: a, .. }, ItemKind::Consumable { kind: b, .. }) => a == b,
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(ItemKind::Throwable { kind: a, .. }, ItemKind::Throwable { kind: b, .. }) => a == b,
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@ -18,6 +18,7 @@ pub enum EquipSlot {
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Mainhand,
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Offhand,
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Lantern,
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Glider,
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}
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#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
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@ -57,6 +58,7 @@ impl EquipSlot {
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(Self::Mainhand, ItemKind::Tool(_)) => true,
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(Self::Offhand, ItemKind::Tool(_)) => true,
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(Self::Lantern, ItemKind::Lantern(_)) => true,
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(Self::Glider, ItemKind::Glider(_)) => true,
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_ => false,
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}
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}
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@ -103,6 +105,7 @@ fn loadout_replace(
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EquipSlot::Armor(ArmorSlot::Feet) => replace(&mut loadout.foot, item),
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EquipSlot::Armor(ArmorSlot::Tabard) => replace(&mut loadout.tabard, item),
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EquipSlot::Lantern => replace(&mut loadout.lantern, item),
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EquipSlot::Glider => replace(&mut loadout.glider, item),
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EquipSlot::Mainhand => {
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replace(&mut loadout.active_item, item.map(ItemConfig::from)).map(|i| i.item)
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},
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@ -278,6 +281,7 @@ pub fn equip(slot: usize, inventory: &mut Inventory, loadout: &mut Loadout) {
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ArmorKind::Tabard(_) => ArmorSlot::Tabard,
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})),
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ItemKind::Lantern(_) => Some(EquipSlot::Lantern),
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ItemKind::Glider(_) => Some(EquipSlot::Glider),
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_ => None,
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});
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@ -34,6 +34,7 @@ impl LoadoutBuilder {
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ring: None,
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neck: None,
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lantern: None,
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glider: None,
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head: None,
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tabard: None,
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})
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@ -54,6 +55,9 @@ impl LoadoutBuilder {
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.lantern(Some(Item::new_from_asset_expect(
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"common.items.armor.starter.lantern",
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)))
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.glider(Some(assets::load_expect_cloned(
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"common.items.armor.starter.glider",
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)))
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}
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/// Default animal configuration
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@ -85,6 +89,7 @@ impl LoadoutBuilder {
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ring: None,
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neck: None,
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lantern: None,
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glider: None,
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head: None,
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tabard: None,
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})
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@ -170,6 +175,11 @@ impl LoadoutBuilder {
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self
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}
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pub fn glider(mut self, item: Option<Item>) -> Self {
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self.0.glider = item;
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self
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}
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pub fn head(mut self, item: Option<Item>) -> Self {
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self.0.head = item;
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self
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@ -91,7 +91,7 @@ fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
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// Set direction based on move direction
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let ori_dir = if update.character.is_block() {
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let ori_dir = if update.character.is_attack() | update.character.is_block() {
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data.inputs.look_dir.xy()
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} else if !data.inputs.move_dir.is_approx_zero() {
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data.inputs.move_dir
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@ -176,6 +176,11 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.climb.is_some()
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&& data.physics.on_wall.is_some()
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&& !data.physics.on_ground
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&& !data
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.physics
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.in_fluid
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.map(|depth| depth > 1.0)
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.unwrap_or(false)
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//&& update.vel.0.z < 0.0
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&& data.body.is_humanoid()
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&& update.energy.current() > 100
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@ -193,6 +193,7 @@ impl<'a> System<'a> for Sys {
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ring: None,
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neck: None,
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lantern: None,
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glider: None,
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head: None,
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tabard: None,
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},
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@ -225,6 +226,7 @@ impl<'a> System<'a> for Sys {
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lantern: Some(comp::Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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glider: None,
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head: None,
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tabard: None,
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},
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@ -306,6 +308,7 @@ impl<'a> System<'a> for Sys {
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ring: None,
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neck: None,
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lantern: None,
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glider: None,
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head: None,
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tabard: None,
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};
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@ -52,6 +52,10 @@ impl Animation for AlphaAnimation {
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/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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let staff = (((1.0)
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/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 10.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.0).sin());
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let slower = (((1.0)
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/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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@ -346,10 +350,6 @@ impl Animation for AlphaAnimation {
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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//next.control.position = Vec3::new(-4.0, 3.0 + slower * 2.0, 5.0 + slower *
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// 5.0); next.control.orientation = Quaternion::rotation_x()
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(1.4);
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next.control.scale = Vec3::one();
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next.control.position = Vec3::new(-8.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5)
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@ -362,44 +362,29 @@ impl Animation for AlphaAnimation {
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Staff(_)) => {
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next.head.position = Vec3::new(
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0.0,
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0.0 + skeleton_attr.head.0, /* + decel * 0.8 */
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// Had some clipping issues
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_y(decel * -0.1);
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next.chest.orientation = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.belt.orientation = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.l_hand.position = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.head.orientation =
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Quaternion::rotation_x(staff * 0.2) * Quaternion::rotation_z(staff * 0.2);
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next.l_hand.position = Vec3::new(11.0, 5.0, -4.0);
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next.l_hand.orientation =
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Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(0.0, 0.0, 10.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.position = Vec3::new(12.0, 5.5, 2.0);
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next.r_hand.orientation =
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Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -4.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.main.position = Vec3::new(12.0, 8.5, 13.2);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(3.14)
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* Quaternion::rotation_z(0.0);
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next.chest.orientation = Quaternion::rotation_z(staff * 0.3);
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next.belt.orientation = Quaternion::rotation_z(staff * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(staff * 0.4);
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next.control.position = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.2)
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* Quaternion::rotation_y(slow * 1.5)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.position = Vec3::new(-20.0, 5.0 + staff * 3.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(staff * 1.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Shield(_)) => {
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next.head.position = Vec3::new(
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@ -454,38 +439,15 @@ impl Animation for AlphaAnimation {
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next.second.orientation = Quaternion::rotation_x(0.0);
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},
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Some(ToolKind::Debug(_)) => {
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next.head.position = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0 + decel * 0.8,
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.l_hand.position =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.orientation = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(accel_med * -0.8)
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* Quaternion::rotation_y(accel_med * -0.4);
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next.l_hand.position = Vec3::new(-7.0, 4.0, 3.0);
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next.l_hand.orientation = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.position =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.orientation = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(accel_med * -0.8)
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* Quaternion::rotation_y(accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.position =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(PI)
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* Quaternion::rotation_y(0.0);
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next.main.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_x(0.0);
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@ -98,19 +98,17 @@ impl Animation for ChargeAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Staff(_)) => {
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next.l_hand.position = Vec3::new(1.0, -2.0, -5.0);
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next.l_hand.orientation =
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Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
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next.l_hand.position = Vec3::new(11.0, 5.0, -4.0);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(9.0, 1.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(-0.27);
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next.r_hand.position = Vec3::new(12.0, 5.5, 2.0);
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next.r_hand.orientation =
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Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(9.2, 8.4, 13.2);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(3.14 + 0.3)
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* Quaternion::rotation_z(0.9);
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next.main.position = Vec3::new(12.0, 8.5, 13.2);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(3.14)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(
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-7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
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@ -66,19 +66,18 @@ impl Animation for ShootAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Staff(_)) => {
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next.l_hand.position = Vec3::new(1.5, 0.5, -4.0);
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next.l_hand.position = Vec3::new(11.0, 5.0, -4.0);
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next.l_hand.orientation =
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Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
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Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(8.0, 4.0, 2.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(-0.27);
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next.r_hand.position = Vec3::new(12.0, 5.5, 2.0);
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next.r_hand.orientation =
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Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(9.2, 8.4, 13.2);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(3.14 + 0.3)
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* Quaternion::rotation_z(0.9);
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next.main.position = Vec3::new(12.0, 8.5, 13.2);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(3.14)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
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next.control.orientation = Quaternion::rotation_x(exp * 1.3)
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@ -120,13 +120,10 @@ impl Animation for WieldAnimation {
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Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, -3.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.orientation = Quaternion::rotation_x(-0.1);
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next.control.position = Vec3::new(-7.0, 6.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
@ -136,10 +133,6 @@ impl Animation for WieldAnimation {
|
||||
let hand_scale = 1.12;
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
//next.control.orientation = Quaternion::rotation_x(slow * 1.0);
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.control.scale = Vec3::one();
|
||||
|
||||
next.l_hand.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
@ -153,10 +146,6 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
|
||||
next.l_control.position = Vec3::new(-7.0, 0.0, 0.0);
|
||||
// next.l_control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_hand.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
@ -171,10 +160,6 @@ impl Animation for WieldAnimation {
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.r_control.position = Vec3::new(7.0, 0.0, 0.0);
|
||||
// next.r_control.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
// * Quaternion::rotation_y(0.0 * PI)
|
||||
// * Quaternion::rotation_z(0.0 * PI);
|
||||
// next.r_control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
if velocity < 0.5 {
|
||||
@ -234,9 +219,8 @@ impl Animation for WieldAnimation {
|
||||
next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
|
||||
|
||||
next.control.position = Vec3::new(6.0, 7.0, 1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3 + u_slow * 0.15)
|
||||
@ -245,24 +229,21 @@ impl Animation for WieldAnimation {
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.l_hand.position = Vec3::new(1.5, 0.5, -4.0);
|
||||
next.l_hand.position = Vec3::new(11.0, 5.0, -4.0);
|
||||
next.l_hand.orientation =
|
||||
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
|
||||
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.position = Vec3::new(8.0, 4.0, 2.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.8)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(-0.27);
|
||||
next.r_hand.position = Vec3::new(12.0, 5.5, 2.0);
|
||||
next.r_hand.orientation =
|
||||
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(12.0, 8.4, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
next.main.position = Vec3::new(12.0, 8.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(3.14);
|
||||
|
||||
next.control.position = Vec3::new(-14.0, 1.8, 3.0);
|
||||
next.control.orientation = Quaternion::rotation_x(u_slow * 0.2)
|
||||
* Quaternion::rotation_y(-0.2)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.position = Vec3::new(-18.0, 1.0, 6.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.3 + u_slow * 0.1)
|
||||
* Quaternion::rotation_y(0.15)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
@ -271,27 +252,15 @@ impl Animation for WieldAnimation {
|
||||
let hand_scale = 1.12;
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.control.scale = Vec3::one();
|
||||
|
||||
next.l_hand.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
next.l_hand.scale = Vec3::one() * hand_scale;
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
|
||||
next.l_control.position = Vec3::new(-7.0, 0.0, 0.0);
|
||||
// next.l_control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
|
||||
// * Quaternion::rotation_y(0.0)
|
||||
// * Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
// next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_hand.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
@ -300,16 +269,10 @@ impl Animation for WieldAnimation {
|
||||
next.r_hand.scale = Vec3::one() * hand_scale;
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.second.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.r_control.position = Vec3::new(7.0, 0.0, 0.0);
|
||||
// next.r_control.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
// * Quaternion::rotation_y(0.0 * PI)
|
||||
// * Quaternion::rotation_z(0.0 * PI);
|
||||
// next.r_control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.position = Vec3::new(2.0, 1.5, 0.0);
|
||||
@ -344,20 +307,14 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.position = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.position = Vec3::new(5.0, 8.75, -2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(PI)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
next.control.position = Vec3::new(0.0, 6.0, 6.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Farming(_)) => {
|
||||
if velocity < 0.5 {
|
||||
@ -370,14 +327,10 @@ impl Animation for WieldAnimation {
|
||||
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.position = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.57)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.57);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(3.14)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(3.14);
|
||||
|
||||
next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
|
||||
next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
|
||||
|
@ -17,7 +17,7 @@ impl Animation for AlphaAnimation {
|
||||
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, _global_time): Self::Dependency,
|
||||
(_velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
@ -35,62 +35,129 @@ impl Animation for AlphaAnimation {
|
||||
+ 1.0;
|
||||
let twist = (anim_time as f32 * lab as f32 * 4.0).sin() + 0.5;
|
||||
|
||||
let slowersmooth = (anim_time as f32 * lab as f32 * 8.0).sin();
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
let random = ((((2.0
|
||||
* (((global_time as f32 - anim_time as f32) * 10.0)
|
||||
- (((global_time as f32 - anim_time as f32) * 10.0).round())))
|
||||
.abs())
|
||||
* 10.0)
|
||||
.round())
|
||||
/ 10.0;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1,
|
||||
) / 8.0;
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(twist * 1.5) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one() / 8.0;
|
||||
let switch = if random > 0.5 { 1.0 } else { -1.0 };
|
||||
println!("{:?}", random);
|
||||
if switch > 0.0 {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(twist * -1.5) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one();
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1,
|
||||
) / 8.0;
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(twist * 1.1) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(twist * -1.1) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.9);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.4);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 1.5);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.hand_l.position = Vec3::new(
|
||||
-skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.35);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1,
|
||||
) / 8.0;
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(twist * -1.1) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(twist * 1.1) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.4);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(slower * 0.35);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
};
|
||||
/*
|
||||
next.leg_l.position = Vec3::new(
|
||||
-skeleton_attr.leg.0,
|
||||
|
@ -7,7 +7,7 @@ use std::f32::consts::PI;
|
||||
pub struct RunAnimation;
|
||||
|
||||
impl Animation for RunAnimation {
|
||||
type Dependency = (f32, f64);
|
||||
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64);
|
||||
type Skeleton = GolemSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -17,7 +17,7 @@ impl Animation for RunAnimation {
|
||||
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, _global_time): Self::Dependency,
|
||||
(_velocity, orientation, last_ori, _global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
@ -56,7 +56,19 @@ impl Animation for RunAnimation {
|
||||
|
||||
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();
|
||||
|
||||
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;
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(short * -0.3) * Quaternion::rotation_x(-0.2);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
@ -67,7 +79,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.upper_torso.1 + short * 1.0,
|
||||
) / 8.0;
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.40) * Quaternion::rotation_x(0.0);
|
||||
Quaternion::rotation_z(tilt * -4.0 + short * 0.40) * Quaternion::rotation_x(0.0);
|
||||
next.upper_torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.lower_torso.position = Vec3::new(
|
||||
@ -75,7 +87,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.lower_torso.0,
|
||||
skeleton_attr.lower_torso.1,
|
||||
);
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(shortalt * 0.60);
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(tilt * 4.0 + shortalt * 0.2);
|
||||
next.lower_torso.scale = Vec3::one();
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
@ -83,9 +95,9 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(footrotl * 0.5)
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(footrotl * 0.07)
|
||||
* Quaternion::rotation_y(0.15)
|
||||
* Quaternion::rotation_x(footrotl * -0.95);
|
||||
* Quaternion::rotation_x(footrotl * -0.25);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
@ -93,9 +105,9 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(footrotr * -0.5)
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(footrotr * -0.07)
|
||||
* Quaternion::rotation_y(-0.15)
|
||||
* Quaternion::rotation_x(footrotr * -0.95);
|
||||
* Quaternion::rotation_x(footrotr * -0.25);
|
||||
next.shoulder_r.scale = Vec3::one();
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
@ -103,9 +115,9 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -1.1)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(-0.35 + footrotl * -1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.3 + footrotl * -0.06)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(-0.35 + footrotl * -0.1);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
@ -113,9 +125,9 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.hand.1,
|
||||
skeleton_attr.hand.2,
|
||||
);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -1.1)
|
||||
* Quaternion::rotation_y(-0.5)
|
||||
* Quaternion::rotation_z(0.35 + footrotr * 1.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.3 + footrotr * -0.06)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(0.35 + footrotr * 0.1);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_l.position = Vec3::new(
|
||||
@ -123,9 +135,9 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.leg.1,
|
||||
skeleton_attr.leg.2,
|
||||
) * 1.02;
|
||||
next.leg_l.orientation = Quaternion::rotation_x(footrotl * 1.5)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(footrotl * -0.5);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(footrotl * 0.3)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * -0.2);
|
||||
next.leg_l.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.leg_r.position = Vec3::new(
|
||||
@ -134,29 +146,31 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.leg.2,
|
||||
) * 1.02;
|
||||
|
||||
next.leg_r.orientation = Quaternion::rotation_x(footrotr * 1.5)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(footrotr * 0.5);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(footrotr * 0.3)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * 0.2);
|
||||
next.leg_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothoril * 13.0,
|
||||
skeleton_attr.foot.2 - 3.0 + (footvertl * 15.0).max(-2.0),
|
||||
skeleton_attr.foot.1 + foothoril * 2.0,
|
||||
skeleton_attr.foot.2 + (footvertl * 3.0).max(0.0),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(footrotl * 1.8);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(footrotl * 0.2) * Quaternion::rotation_y(-0.08);
|
||||
next.foot_l.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir * 13.0,
|
||||
skeleton_attr.foot.2 - 3.0 + (footvertr * 15.0).max(-2.0),
|
||||
skeleton_attr.foot.1 + foothorir * 2.0,
|
||||
skeleton_attr.foot.2 + (footvertr * 3.0).max(0.0),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 1.8);
|
||||
next.foot_r.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(footrotr * 0.2)
|
||||
* Quaternion::rotation_y(0.08);
|
||||
next.foot_r.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, short * 0.15);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one();
|
||||
next
|
||||
|
@ -4,7 +4,7 @@ use common::{
|
||||
comp::item::{
|
||||
armor::{Armor, ArmorKind},
|
||||
tool::{Tool, ToolKind},
|
||||
Item, ItemKind, Lantern, Throwable, Utility,
|
||||
Glider, Item, ItemKind, Lantern, Throwable, Utility,
|
||||
},
|
||||
figure::Segment,
|
||||
};
|
||||
@ -21,6 +21,7 @@ use vek::*;
|
||||
pub enum ItemKey {
|
||||
Tool(ToolKind),
|
||||
Lantern(String),
|
||||
Glider(String),
|
||||
Armor(ArmorKind),
|
||||
Utility(Utility),
|
||||
Consumable(String),
|
||||
@ -33,6 +34,7 @@ impl From<&Item> for ItemKey {
|
||||
match &item.kind() {
|
||||
ItemKind::Tool(Tool { kind, .. }) => ItemKey::Tool(kind.clone()),
|
||||
ItemKind::Lantern(Lantern { kind, .. }) => ItemKey::Lantern(kind.clone()),
|
||||
ItemKind::Glider(Glider { kind, .. }) => ItemKey::Glider(kind.clone()),
|
||||
ItemKind::Armor(Armor { kind, .. }) => ItemKey::Armor(kind.clone()),
|
||||
ItemKind::Utility { kind, .. } => ItemKey::Utility(*kind),
|
||||
ItemKind::Consumable { kind, .. } => ItemKey::Consumable(kind.clone()),
|
||||
|
@ -66,6 +66,7 @@ impl SlotKey<Loadout, ItemImgs> for EquipSlot {
|
||||
EquipSlot::Mainhand => source.active_item.as_ref().map(|i| &i.item),
|
||||
EquipSlot::Offhand => source.second_item.as_ref().map(|i| &i.item),
|
||||
EquipSlot::Lantern => source.lantern.as_ref(),
|
||||
EquipSlot::Glider => source.glider.as_ref(),
|
||||
};
|
||||
|
||||
item.map(|i| (i.into(), None))
|
||||
|
@ -1537,7 +1537,7 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt_lerp);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
@ -1619,7 +1619,7 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt_lerp);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
@ -1702,7 +1702,7 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt_lerp);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
@ -1788,7 +1788,7 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt_lerp);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
@ -1874,7 +1874,7 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
|
||||
state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt_lerp);
|
||||
state.update(
|
||||
renderer,
|
||||
pos.0,
|
||||
@ -2039,7 +2039,7 @@ impl FigureMgr {
|
||||
// Running
|
||||
(true, true, false) => anim::golem::RunAnimation::update_skeleton(
|
||||
&GolemSkeleton::default(),
|
||||
(vel.0.magnitude(), time),
|
||||
(vel.0.magnitude(), ori, state.last_ori, time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
Loading…
Reference in New Issue
Block a user