2020-03-21 18:54:29 +00:00
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::f32::consts::PI;
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct SpinAnimation;
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impl Animation for SpinAnimation {
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type Dependency = (Option<ToolKind>, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _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,
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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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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.32).sin());
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
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let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
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match active_tool_kind {
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//TODO: Inventory
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2020-03-27 18:00:58 +00:00
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Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
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2020-03-28 03:59:05 +00:00
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//INTENTION: SWORD
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2020-03-21 18:54:29 +00:00
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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2020-03-21 19:47:16 +00:00
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next.control.offset = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
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2020-03-21 18:54:29 +00:00
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next.control.ori = Quaternion::rotation_x(-1.7)
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2020-03-21 19:47:16 +00:00
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* Quaternion::rotation_y(0.2 + spin * -2.0)
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* Quaternion::rotation_z(1.4 + spin * 0.1);
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2020-03-21 18:54:29 +00:00
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next.control.scale = Vec3::one();
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next.head.offset = Vec3::new(
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2020-04-27 05:11:34 +00:00
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0.0,
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-2.0 + skeleton_attr.head.0 + spin * -0.8,
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skeleton_attr.head.1,
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2020-03-21 18:54:29 +00:00
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);
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2020-03-27 05:57:30 +00:00
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next.head.ori = Quaternion::rotation_z(spin * -0.25)
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* Quaternion::rotation_x(0.0 + spin * -0.1)
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* Quaternion::rotation_y(spin * -0.2);
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2020-04-27 05:11:34 +00:00
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next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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2020-03-27 05:57:30 +00:00
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next.chest.ori = Quaternion::rotation_z(spin * 0.1)
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* Quaternion::rotation_x(0.0 + spin * 0.1)
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2020-03-21 18:54:29 +00:00
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* Quaternion::rotation_y(decel * -0.2);
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next.chest.scale = Vec3::one();
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2020-03-22 20:06:53 +00:00
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = next.chest.ori * -0.1;
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2020-03-21 18:54:29 +00:00
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next.belt.scale = Vec3::one();
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2020-03-22 20:06:53 +00:00
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = next.chest.ori * -0.08;
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2020-03-21 18:54:29 +00:00
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next.shorts.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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2020-03-21 19:47:16 +00:00
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next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3))
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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2020-03-21 18:54:29 +00:00
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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_ => {},
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}
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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2020-04-27 05:11:34 +00:00
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next.lantern.offset = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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2020-04-12 01:02:23 +00:00
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next.lantern.ori =
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Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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2020-03-21 18:54:29 +00:00
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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