mirror of
https://gitlab.com/veloren/veloren.git
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178 lines
7.4 KiB
Rust
178 lines
7.4 KiB
Rust
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use super::{
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super::{vek::*, Animation},
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BipedSmallSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct StunnedAnimation;
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type StunnedAnimationDependency = (
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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bool,
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Option<StageSection>,
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f32,
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);
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impl Animation for StunnedAnimation {
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type Dependency = StunnedAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_small_stunned\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_stunned")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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velocity,
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_orientation,
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_last_ori,
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global_time,
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_avg_vel,
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_acc_vel,
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wield_status,
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stage_section,
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timer,
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): Self::Dependency,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let speednorm = speed / 9.4;
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if wield_status {
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let (movement1base, movement2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0),
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};
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let pullback = 1.0 - movement2;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let movement1 = movement1base * pullback * mirror;
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let movement1abs = movement1base * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * 0.5);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 2.0) * s_a.scaler / 11.0;
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next.chest.orientation = Quaternion::rotation_z(movement1 * 0.5);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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//IMPORTANT: avoid touching any value attached to grip. grip uses the size of
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// the hand bones to correct any irrgularities beween species. Changing
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// coefficients to grip will have different effects across species
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match active_tool_kind {
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Some(ToolKind::Spear) => {
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next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
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next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
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next.control.position = Vec3::new(
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-3.0,
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s_a.grip.2,
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-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 1.5) * Quaternion::rotation_y(-0.3);
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next.control_r.orientation =
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Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
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next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
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},
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Some(ToolKind::Bow) | Some(ToolKind::BowSimple) => {
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next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0);
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next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
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next.control.position = Vec3::new(
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-1.0,
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2.0 + s_a.grip.2,
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3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
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next.control_r.orientation =
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Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
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next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm)
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* Quaternion::rotation_y(0.5 * speednorm);
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},
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Some(ToolKind::Staff) | Some(ToolKind::StaffSimple) => {
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next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
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next.control_r.position =
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Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0 + speednorm * -3.0);
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next.control.position = Vec3::new(
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-5.0,
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-1.0 + s_a.grip.2,
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-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.3);
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next.control_r.orientation =
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Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_z(-0.0);
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next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm)
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* Quaternion::rotation_y(-0.2 * speednorm)
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* Quaternion::rotation_z(0.5);
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},
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_ => {},
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}
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} else {
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next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0;
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next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0;
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.main.position = Vec3::new(2.0, -3.0, -3.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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};
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next
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}
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}
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