2020-10-18 19:57:10 +00:00
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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2020-10-25 19:28:38 +00:00
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use common::{comp::item::ToolKind, states::utils::StageSection};
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2020-10-18 19:57:10 +00:00
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pub struct LeapAnimation;
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impl Animation for LeapAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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2021-02-27 22:21:03 +00:00
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f32,
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2020-10-18 19:57:10 +00:00
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_leapmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_leapmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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2020-10-25 19:28:38 +00:00
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(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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2021-02-27 22:21:03 +00:00
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anim_time: f32,
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2020-10-18 19:57:10 +00:00
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rate: &mut f32,
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2020-10-20 23:05:52 +00:00
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s_a: &SkeletonAttr,
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2020-10-18 19:57:10 +00:00
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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2020-10-20 22:44:46 +00:00
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let (movement1, movement2, movement3, movement4) = match stage_section {
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2021-02-27 22:21:03 +00:00
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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2020-10-20 22:44:46 +00:00
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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2020-10-18 19:57:10 +00:00
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2020-11-06 17:39:49 +00:00
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if let Some(ToolKind::Hammer) = active_tool_kind {
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2020-11-04 00:13:46 +00:00
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
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2020-10-26 23:26:41 +00:00
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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2020-11-04 00:13:46 +00:00
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next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
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2020-10-20 23:05:52 +00:00
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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2020-10-18 19:57:10 +00:00
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2020-10-20 22:44:46 +00:00
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next.control.position = Vec3::new(
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s_a.hc.0 + movement2 * -10.0 + movement3 * 6.0,
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s_a.hc.1 + movement2 * 5.0 + movement3 * 7.0,
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s_a.hc.2 + movement2 * 5.0 + movement3 * -10.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.hc.3 + movement2 * 1.57 + movement3 * -2.3)
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* Quaternion::rotation_y(s_a.hc.4 + movement2 * 1.3)
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* Quaternion::rotation_z(s_a.hc.5 + movement2 * -1.0 + movement3 * 0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(
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movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
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) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
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2020-10-20 22:44:46 +00:00
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next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
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* Quaternion::rotation_y(0.0 + movement2 * -0.1)
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* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
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2020-11-04 00:13:46 +00:00
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//next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
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2020-10-20 22:44:46 +00:00
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + movement3 * 13.0,
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s_a.foot.2 + movement3 * -2.0,
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2020-10-20 22:44:46 +00:00
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);
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next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
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next.foot_r.position = Vec3::new(
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2020-10-20 23:05:52 +00:00
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s_a.foot.0,
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s_a.foot.1 + 8.0 + movement3 * -13.0,
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s_a.foot.2 + 5.0 + movement3 * -5.0,
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2020-10-20 22:44:46 +00:00
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
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2020-10-18 19:57:10 +00:00
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}
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next
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}
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2020-10-20 23:05:52 +00:00
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}
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