raised run anim speed 20%

This commit is contained in:
jshipsey 2020-03-22 21:32:34 -04:00
parent 9cbbe0311f
commit eddf3ec658
2 changed files with 23 additions and 23 deletions

View File

@ -23,26 +23,26 @@ impl Animation for RunAnimation {
let lab = 1.0;
let long = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.66).sin()).powf(2.0 as f32)))
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 0.66).sin());
* ((anim_time as f32 * lab as f32 * 0.8).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32)))
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.32).sin());
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let shortalt = (((5.0)
/ (1.5
+ 3.5
* ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin()).powf(2.0 as f32)))
* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin());
* ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin());
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32)))
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.32).sin());
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin();
@ -78,26 +78,26 @@ impl Animation for RunAnimation {
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1);
next.chest.ori = Quaternion::rotation_z(short * 0.2);
next.chest.ori = Quaternion::rotation_z(short * 0.3);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(short * 0.35);
next.belt.ori = Quaternion::rotation_z(short * 0.25);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(short * 0.6);
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0,
-0.25 + short * 2.0,
5.0 + short * -1.5,
-0.25 + short * 3.0,
4.0 + short * -1.5,
);
next.l_hand.ori =
Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1);
@ -105,8 +105,8 @@ impl Animation for RunAnimation {
next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.0,
-0.25 + short * -2.0,
5.0 + short * 1.5,
-0.25 + short * -3.0,
4.0 + short * 1.5,
);
next.r_hand.ori =
Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1);

View File

@ -21,19 +21,19 @@ impl Animation for WieldAnimation {
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32)))
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.32).sin());
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32)))
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 1.32).sin());
* ((anim_time as f32 * lab as f32 * 1.6).sin());
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let long = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.66).sin()).powf(2.0 as f32)))
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 0.66).sin());
* ((anim_time as f32 * lab as f32 * 0.8).sin());
let wave = (anim_time as f32 * 1.0).sin();
match active_tool_kind {
//TODO: Inventory
@ -216,7 +216,7 @@ impl Animation for WieldAnimation {
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.2,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;