veloren/voxygen/src/anim/character/wield.rs

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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
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use common::comp::item::Tool;
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use vek::*;
pub struct WieldAnimation;
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impl Animation for WieldAnimation {
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type Skeleton = CharacterSkeleton;
type Dependency = (f32, f64);
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fn update_skeleton(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
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anim_time: f64,
_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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match Tool::Bow {
//TODO: Inventory
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Tool::Sword => {
next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.0 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
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Tool::Axe => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
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Tool::Hammer => {
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next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.weapon.scale = Vec3::one();
}
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Tool::Staff => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
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Tool::Shield => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(-4.0, 5.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.9)
* Quaternion::rotation_z(0.85);
next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(2.0, 8.0, -3.5);
next.r_hand.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.7)
* Quaternion::rotation_z(0.85);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
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9.0 + skeleton_attr.weapon_x,
10.0 + skeleton_attr.weapon_y,
-3.0,
);
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next.weapon.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.7)
* Quaternion::rotation_z(0.85);
next.weapon.scale = Vec3::one();
}
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Tool::Dagger => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Tool::Debug(_) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.weapon.scale = Vec3::one();
}
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}
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next
}
}