added roll physics, improved anims for roll, glide, run, attached hands to torso

This commit is contained in:
jshipsey 2019-06-15 22:16:22 -04:00 committed by timokoesters
parent 7deb3da1af
commit ecf0d9647c
No known key found for this signature in database
GPG Key ID: CD80BE9AAEE78097
11 changed files with 89 additions and 76 deletions

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@ -15,6 +15,8 @@ const HUMANOID_SPEED: f32 = 500.0;
const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.0;
const ROLL_ACCEL: f32 = 200.0;
const ROLL_SPEED: f32 = 800.0;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
@ -102,12 +104,17 @@ impl<'a> System<'a> for Sys {
* match (
on_grounds.get(entity).is_some(),
glidings.get(entity).is_some(),
rollings.get(entity).is_some(),
) {
(true, false) if vel.0.magnitude() < HUMANOID_SPEED => HUMANOID_ACCEL,
(false, true) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
(false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
(true, false, false) if vel.0.magnitude() < HUMANOID_SPEED => {
HUMANOID_ACCEL
}
(false, true, false) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
(false, false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
HUMANOID_AIR_ACCEL
}
(true, false, true) if vel.0.magnitude() < ROLL_SPEED => ROLL_ACCEL,
_ => 0.0,
};
}

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@ -46,11 +46,11 @@ impl Animation for AttackAnimation {
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0;
);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.0);

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@ -73,7 +73,7 @@ impl Animation for CidleAnimation {
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.scale = Vec3::one();
next.weapon.scale = Vec3::one() * 0.0;
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);

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@ -66,7 +66,7 @@ impl Animation for CrunAnimation {
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.scale = Vec3::one();
next.weapon.scale = Vec3::one() * 0.0;
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);

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@ -6,11 +6,11 @@ pub struct GlidingAnimation;
impl Animation for GlidingAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
type Dependency = (f32, f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: f64,
(velocity, global_time): Self::Dependency,
anim_time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
@ -35,48 +35,40 @@ impl Animation for GlidingAnimation {
.sin()
* 0.25,
);
next.head.offset = Vec3::new(0.0, 2.0, 12.0);
next.head.offset = Vec3::new(0.0, 2.0, 2.0);
next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
next.belt.offset = Vec3::new(0.0, 0.0, -4.0);
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
next.shorts.offset = Vec3::new(0.0, 0.0, -7.0);
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-10.0,
6.0 - wave_very_slow * 1.50,
15.0 + wave_very_slow * 0.50,
) / 11.0;
next.l_hand.ori = Quaternion::rotation_x(0.2 + wave_very_slow_cos * 0.05);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.offset = Vec3::new(-10.0, -2.0 + wave_very_slow * 0.10, 10.5);
next.l_hand.ori = Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.10);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
10.0,
6.0 - wave_very_slow * 1.50,
14.5 + wave_very_slow * 0.50,
) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.1 + wave_very_slow * 0.05);
next.r_hand.scale = Vec3::one() / 11.0;
next.r_hand.offset = Vec3::new(10.0, -2.0 + wave_very_slow * 0.10, 10.5);
next.r_hand.ori = Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.10);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0);
next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0);
next.l_foot.ori = Quaternion::rotation_x(
wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19,
(wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19) * velocity * 0.07,
);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0);
next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0);
next.r_foot.ori = Quaternion::rotation_x(
wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13,
(wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13) * velocity * 0.07,
);
next.r_foot.scale = Vec3::one();
@ -92,21 +84,21 @@ impl Animation for GlidingAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 18.0);
next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15)
next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 8.0);
next.draw.ori = Quaternion::rotation_x(1.0)//0.95 - wave_very_slow * 0.08)
* Quaternion::rotation_y(wave_very_slow_cos * 0.04);
next.draw.scale = Vec3::one();
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.left_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
next.torso.offset = Vec3::new(0.0, -0.2, 10.0) / 11.0;
next.torso.ori = Quaternion::rotation_x(-0.05 * velocity + wave_very_slow * 0.10);
next.torso.scale = Vec3::one() / 11.0;
next

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@ -51,20 +51,20 @@ impl Animation for IdleAnimation {
next.l_hand.offset = Vec3::new(
-7.5,
-2.0 + wave_ultra_slow_cos * 0.15,
8.0 + wave_ultra_slow * 0.5,
) / 11.0;
0.0 + wave_ultra_slow_cos * 0.15,
7.0 + wave_ultra_slow * 0.5,
);
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5,
-2.0 + wave_ultra_slow_cos * 0.15,
8.0 + wave_ultra_slow * 0.5,
) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
next.r_hand.scale = Vec3::one() / 11.;
0.0 + wave_ultra_slow_cos * 0.15,
7.0 + wave_ultra_slow * 0.5,
);
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();

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@ -39,17 +39,17 @@ impl Animation for JumpAnimation {
-8.0,
0.0 + wave_stop * 3.8,
7.0 + wave_stop * 3.2 - wave * 0.4,
) / 11.0;
);
next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
8.0,
0.0 + wave_stop * -3.8,
7.0 + wave_stop * 3.2 - wave * 0.4,
) / 11.0;
);
next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6);
next.r_hand.scale = Vec3::one() / 11.0;
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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 {
FigureBoneData::new(torso_mat * chest_mat),
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
FigureBoneData::new(l_hand_mat),
FigureBoneData::new(self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * l_hand_mat),
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * weapon_mat),

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@ -22,11 +22,11 @@ impl Animation for RollAnimation {
let wave_slow = (anim_time as f32 * 2.0 + PI).sin();
let wave_dub = (anim_time as f32 * 4.0).sin();
next.head.offset = Vec3::new(0.0, -1.0 + wave_slow * -3.0, 16.0 + wave_dub * -3.0);
next.head.offset = Vec3::new(0.0, 0.0 + wave_slow * -3.0, 9.0 + wave_dub * -5.0);
next.head.ori = Quaternion::rotation_x(wave_dub * -0.4);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -1.5);
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -2.5);
next.chest.ori = Quaternion::rotation_x(wave_dub * -0.5);
next.chest.scale = Vec3::one() * 1.01;
@ -40,32 +40,32 @@ impl Animation for RollAnimation {
next.l_hand.offset = Vec3::new(
-5.5 + wave * -0.5,
-2.0 + wave_quick_cos * 5.5,
8.0 + wave_quick * -5.5,
) / 11.0;
-2.0 + wave_quick_cos * -5.5,
8.0 + wave_quick * 0.5,
);
next.l_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
5.5 + wave * 0.5,
-2.0 + wave_quick_cos * 5.5,
8.0 + wave_quick * -5.5,
) / 11.0;
-2.0 + wave_quick_cos * 2.5,
8.0 + wave_quick * 3.0,
);
next.r_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.r_hand.scale = Vec3::one() / 11.;
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave * 1.2);
next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.2);
next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave * 1.0);
next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.0);
next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -7.0, 18.0);
next.weapon.offset = Vec3::new(-7.0, -7.0, 15.0);
next.weapon.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_quick * 1.0);
next.weapon.scale = Vec3::one();
@ -90,7 +90,7 @@ impl Animation for RollAnimation {
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 12.0) / 11.0;
next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 16.0) / 11.0;
next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0);
next.torso.scale = Vec3::one() / 11.0;
next

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@ -1,4 +1,5 @@
use super::{super::Animation, CharacterSkeleton};
use std::f32::consts::PI;
use std::ops::Mul;
use vek::*;
@ -17,6 +18,9 @@ impl Animation for RunAnimation {
let wave = (anim_time as f32 * 14.0).sin();
let wave_cos = (anim_time as f32 * 14.0).cos();
let wave_diff = (anim_time as f32 * 14.0 + PI / 2.0).sin();
let wave_cos_dub = (anim_time as f32 * 28.0).cos();
let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
@ -48,13 +52,21 @@ impl Animation for RunAnimation {
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-9.0, 3.0 + wave_cos * 8.0, 12.0 - wave * 1.0) / 11.0;
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 1.1);
next.l_hand.scale = Vec3::one() / 11.0;
next.l_hand.offset = Vec3::new(
-8.5 + wave_cos_dub * 0.8,
2.0 + wave_cos * 6.0,
7.0 - wave * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
next.l_hand.scale = Vec3::one();
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

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@ -574,7 +574,7 @@ impl FigureMgr {
comp::Animation::Gliding => {
character::GlidingAnimation::update_skeleton(
state.skeleton_mut(),
time,
(vel.0.magnitude(), time),
animation_info.time,
)
}