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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
use std::f32::consts::PI;
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use vek::*;
pub struct WieldAnimation;
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impl Animation for WieldAnimation {
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type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
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fn update_skeleton(
skeleton: &Self::Skeleton,
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(active_tool_kind, _velocity, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave = (anim_time as f32 * 1.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
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next.main.ori = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
next.l_hand.offset = Vec3::new(-6.5, -0.5, 6.0);
next.l_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(-0.25);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-3.0, 6.5, 6.0);
next.r_hand.ori = Quaternion::rotation_x(0.13)
* Quaternion::rotation_z(2.98)
* Quaternion::rotation_y(-0.50);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-5.0 + skeleton_attr.weapon_x,
8.5 + skeleton_attr.weapon_y,
-0.5,
);
next.main.ori = Quaternion::rotation_x(1.70)
* Quaternion::rotation_y(-0.25)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::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.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
1.0 + wave_ultra_slow_cos * 0.5,
5.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.0;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
-1.5 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
17.0 + wave_ultra_slow * 1.0,
);
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next.main.ori = Quaternion::rotation_x(-0.3 + PI)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::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.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(
-1.0 - wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
5.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(0.3);
next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
1.0 + wave_ultra_slow_cos * 1.0,
8.0 + wave_ultra_slow_cos * 0.5,
2.5 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-4.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
15.0 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
-4.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.4)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::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.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
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Some(ToolKind::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.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
_ => {},
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}
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next.torso.offset = Vec3::new(0.0, 0.0 + wave * -0.08, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
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next
}
}