2019-05-19 17:36:55 +00:00
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// Standard
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use std::{f32::consts::PI, ops::Mul};
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// Library
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use vek::*;
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// Local
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use super::{super::Animation, CharacterSkeleton, SCALE};
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pub struct Input {
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pub attack: bool,
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}
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pub struct AttackAnimation;
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impl Animation for AttackAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 1.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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2019-05-22 05:11:31 +00:00
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let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin();
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let wave_stop_alt = (anim_time as f32 * 28.0).min(PI / 2.0).sin();
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let wave_stop_quick = (anim_time as f32 * 8.0).min(PI / 2.0).sin();
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let peakwave = 1.0- (anim_time as f32 * 1.0).cos();
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2019-05-19 17:36:55 +00:00
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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2019-05-19 22:01:19 +00:00
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next.head.offset = Vec3::new(5.5, 2.0, 11.0);
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next.head.ori = Quaternion::rotation_z(0.0);
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2019-05-19 17:36:55 +00:00
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next.head.scale = Vec3::one();
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2019-05-19 22:01:19 +00:00
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0);
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2019-05-19 17:36:55 +00:00
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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2019-05-19 22:01:19 +00:00
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0);
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2019-05-19 17:36:55 +00:00
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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2019-05-19 22:01:19 +00:00
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0);
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2019-05-19 17:36:55 +00:00
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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2019-05-22 05:11:31 +00:00
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-8.0,
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4.0,
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9.0,
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) / 11.0;
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2019-05-19 17:36:55 +00:00
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2019-05-22 05:11:31 +00:00
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5);
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next.l_hand.scale = Vec3::one() / 11.0;
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2019-05-19 17:36:55 +00:00
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next.r_hand.offset = Vec3::new(
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2019-05-22 05:11:31 +00:00
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8.0,
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4.0,
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6.5,
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) / 11.0;
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2019-05-19 22:01:19 +00:00
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next.r_hand.ori = Quaternion::rotation_x(0.0);
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2019-05-22 05:11:31 +00:00
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next.r_hand.scale = Vec3::one() / 11.0;
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2019-05-19 17:36:55 +00:00
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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2019-05-22 05:11:31 +00:00
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next.weapon.offset = Vec3::new(-12.0, -2.0, 11.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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2019-05-19 17:36:55 +00:00
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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2019-05-22 05:11:31 +00:00
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next.left_equip.offset = Vec3::new(-8.0, 4.0, 10.0) / 13.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5) * Quaternion::rotation_z(1.57);
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next.left_equip.scale = Vec3::one() / 11.0;
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2019-05-19 17:36:55 +00:00
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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}
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}
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