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

290 lines
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Rust
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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;
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct AttackAnimation;
impl Animation for AttackAnimation {
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type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
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(active_tool_kind, _global_time): Self::Dependency,
anim_time: f64,
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rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
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*rate = 1.0;
let mut next = (*skeleton).clone();
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let lab = 1.0;
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
let slow = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 12.4).sin());
next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
* Quaternion::rotation_x(0.0 + decel * 0.1)
* Quaternion::rotation_y(decel * -0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
* Quaternion::rotation_x(0.0 + decel * -0.2)
* Quaternion::rotation_y(decel * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
* Quaternion::rotation_x(0.0 + decel * -0.1)
* Quaternion::rotation_y(decel * 0.1);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
* Quaternion::rotation_x(0.0 + decel * -0.08)
* Quaternion::rotation_y(decel * 0.08);
next.shorts.scale = Vec3::one();
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match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
next.control.ori = Quaternion::rotation_x(-1.2)
* Quaternion::rotation_y(slow * 1.5)
* Quaternion::rotation_z(1.4 + slow * 0.5);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, -2.0 + slow * 5.0, -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;
next.r_hand.offset = Vec3::new(1.0, 8.0, 2.5);
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(
-4.0 + skeleton_attr.weapon_x,
15.0 + skeleton_attr.weapon_y,
-4.0,
);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.4)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
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next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one();
},
_ => {},
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}
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(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();
next
}
}