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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
added roll physics, improved anims for roll, glide, run, attached hands to torso
This commit is contained in:
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7deb3da1af
commit
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@ -15,6 +15,8 @@ const HUMANOID_SPEED: f32 = 500.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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const HUMANOID_JUMP_ACCEL: f32 = 16.0;
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const ROLL_ACCEL: f32 = 200.0;
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const ROLL_SPEED: f32 = 800.0;
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const GLIDE_ACCEL: f32 = 15.0;
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const GLIDE_SPEED: f32 = 45.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
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@ -102,12 +104,17 @@ impl<'a> System<'a> for Sys {
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* match (
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on_grounds.get(entity).is_some(),
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glidings.get(entity).is_some(),
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rollings.get(entity).is_some(),
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) {
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(true, false) if vel.0.magnitude() < HUMANOID_SPEED => HUMANOID_ACCEL,
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(false, true) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
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(false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
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(true, false, false) if vel.0.magnitude() < HUMANOID_SPEED => {
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HUMANOID_ACCEL
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}
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(false, true, false) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
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(false, false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
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HUMANOID_AIR_ACCEL
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}
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(true, false, true) if vel.0.magnitude() < ROLL_SPEED => ROLL_ACCEL,
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_ => 0.0,
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};
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}
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@ -46,11 +46,11 @@ impl Animation for AttackAnimation {
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-8.0 + wave_quicken_slow * 10.0,
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4.0 + wave_quicken_double * 3.0,
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9.0,
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) / 11.0;
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);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(0.0);
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@ -73,7 +73,7 @@ impl Animation for CidleAnimation {
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.weapon.scale = Vec3::one() * 0.0;
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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@ -66,7 +66,7 @@ impl Animation for CrunAnimation {
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.weapon.scale = Vec3::one() * 0.0;
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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@ -6,11 +6,11 @@ pub struct GlidingAnimation;
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impl Animation for GlidingAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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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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global_time: f64,
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(velocity, global_time): Self::Dependency,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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@ -35,48 +35,40 @@ impl Animation for GlidingAnimation {
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(0.0, 2.0, 12.0);
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next.head.offset = Vec3::new(0.0, 2.0, 2.0);
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next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y)
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* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
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next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
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next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -4.0);
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next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -7.0);
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next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-10.0,
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6.0 - wave_very_slow * 1.50,
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15.0 + wave_very_slow * 0.50,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.2 + wave_very_slow_cos * 0.05);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.offset = Vec3::new(-10.0, -2.0 + wave_very_slow * 0.10, 10.5);
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next.l_hand.ori = Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.10);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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10.0,
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6.0 - wave_very_slow * 1.50,
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14.5 + wave_very_slow * 0.50,
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) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(0.1 + wave_very_slow * 0.05);
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next.r_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(10.0, -2.0 + wave_very_slow * 0.10, 10.5);
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next.r_hand.ori = Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.10);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0);
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next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0);
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next.l_foot.ori = Quaternion::rotation_x(
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wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19,
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(wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19) * velocity * 0.07,
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);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0);
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next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0);
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next.r_foot.ori = Quaternion::rotation_x(
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wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13,
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(wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13) * velocity * 0.07,
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);
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next.r_foot.scale = Vec3::one();
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@ -92,21 +84,21 @@ impl Animation for GlidingAnimation {
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 18.0);
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next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15)
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next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 8.0);
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next.draw.ori = Quaternion::rotation_x(1.0)//0.95 - wave_very_slow * 0.08)
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* Quaternion::rotation_y(wave_very_slow_cos * 0.04);
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next.draw.scale = Vec3::one();
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() * 0.0;
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
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next.torso.offset = Vec3::new(0.0, -0.2, 10.0) / 11.0;
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next.torso.ori = Quaternion::rotation_x(-0.05 * velocity + wave_very_slow * 0.10);
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next.torso.scale = Vec3::one() / 11.0;
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next
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@ -51,20 +51,20 @@ impl Animation for IdleAnimation {
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next.l_hand.offset = Vec3::new(
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-7.5,
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-2.0 + wave_ultra_slow_cos * 0.15,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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0.0 + wave_ultra_slow_cos * 0.15,
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7.0 + wave_ultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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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,
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-2.0 + wave_ultra_slow_cos * 0.15,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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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() / 11.;
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0.0 + wave_ultra_slow_cos * 0.15,
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7.0 + wave_ultra_slow * 0.5,
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);
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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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@ -39,17 +39,17 @@ impl Animation for JumpAnimation {
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-8.0,
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0.0 + wave_stop * 3.8,
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7.0 + wave_stop * 3.2 - wave * 0.4,
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) / 11.0;
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);
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next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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8.0,
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0.0 + wave_stop * -3.8,
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7.0 + wave_stop * 3.2 - wave * 0.4,
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) / 11.0;
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);
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next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6);
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next.r_hand.scale = Vec3::one() / 11.0;
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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.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
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@ -74,8 +74,8 @@ impl Skeleton for CharacterSkeleton {
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FigureBoneData::new(torso_mat * chest_mat),
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FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
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FigureBoneData::new(l_hand_mat),
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FigureBoneData::new(self.r_hand.compute_base_matrix()),
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FigureBoneData::new(torso_mat * l_hand_mat),
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FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * weapon_mat),
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@ -22,11 +22,11 @@ impl Animation for RollAnimation {
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let wave_slow = (anim_time as f32 * 2.0 + PI).sin();
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let wave_dub = (anim_time as f32 * 4.0).sin();
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next.head.offset = Vec3::new(0.0, -1.0 + wave_slow * -3.0, 16.0 + wave_dub * -3.0);
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next.head.offset = Vec3::new(0.0, 0.0 + wave_slow * -3.0, 9.0 + wave_dub * -5.0);
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next.head.ori = Quaternion::rotation_x(wave_dub * -0.4);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -1.5);
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -2.5);
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next.chest.ori = Quaternion::rotation_x(wave_dub * -0.5);
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next.chest.scale = Vec3::one() * 1.01;
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@ -40,32 +40,32 @@ impl Animation for RollAnimation {
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next.l_hand.offset = Vec3::new(
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-5.5 + wave * -0.5,
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-2.0 + wave_quick_cos * 5.5,
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8.0 + wave_quick * -5.5,
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) / 11.0;
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-2.0 + wave_quick_cos * -5.5,
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8.0 + wave_quick * 0.5,
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);
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next.l_hand.ori =
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Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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5.5 + wave * 0.5,
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-2.0 + wave_quick_cos * 5.5,
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8.0 + wave_quick * -5.5,
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) / 11.0;
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-2.0 + wave_quick_cos * 2.5,
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8.0 + wave_quick * 3.0,
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);
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next.r_hand.ori =
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Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
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next.r_hand.scale = Vec3::one() / 11.;
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave * 1.2);
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.2);
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next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave * 1.0);
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next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.0);
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next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-7.0, -7.0, 18.0);
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next.weapon.offset = Vec3::new(-7.0, -7.0, 15.0);
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_quick * 1.0);
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next.weapon.scale = Vec3::one();
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@ -90,7 +90,7 @@ impl Animation for RollAnimation {
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 12.0) / 11.0;
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next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 16.0) / 11.0;
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next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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@ -1,4 +1,5 @@
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use super::{super::Animation, CharacterSkeleton};
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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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@ -17,6 +18,9 @@ impl Animation for RunAnimation {
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_diff = (anim_time as f32 * 14.0 + PI / 2.0).sin();
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let wave_cos_dub = (anim_time as f32 * 28.0).cos();
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let wave_stop = (anim_time as f32 * 3.0).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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@ -48,13 +52,21 @@ impl Animation for RunAnimation {
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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(-9.0, 3.0 + wave_cos * 8.0, 12.0 - wave * 1.0) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 1.1);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.l_hand.offset = Vec3::new(
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-8.5 + wave_cos_dub * 0.8,
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2.0 + wave_cos * 6.0,
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7.0 - wave * 1.0,
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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(9.0, 3.0 - wave_cos * 8.0, 12.0 + wave * 1.0) / 11.0;
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -1.1);
|
||||
next.r_hand.scale = Vec3::one() / 11.0;
|
||||
next.r_hand.offset = Vec3::new(
|
||||
8.5 - wave_cos_dub * 0.8,
|
||||
2.0 - wave_cos * 6.0,
|
||||
7.0 + wave * 1.0,
|
||||
);
|
||||
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);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
|
||||
@ -65,7 +77,8 @@ impl Animation for RunAnimation {
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
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(-10.0, -3.2, 2.5);
|
||||
@ -89,7 +102,8 @@ impl Animation for RunAnimation {
|
||||
next.right_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.4);
|
||||
next.torso.ori = Quaternion::rotation_x(-velocity * 0.04 - wave_cos * 0.10);
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_x(wave_stop * velocity * -0.04 + wave_diff * velocity * -0.005);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
next
|
||||
|
@ -574,7 +574,7 @@ impl FigureMgr {
|
||||
comp::Animation::Gliding => {
|
||||
character::GlidingAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
time,
|
||||
(vel.0.magnitude(), time),
|
||||
animation_info.time,
|
||||
)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user