2019-06-30 02:13:34 +00:00
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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2019-07-29 13:44:16 +00:00
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use common::comp::item::Tool;
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2019-06-30 02:13:34 +00:00
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use std::f32::consts::PI;
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use vek::*;
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pub struct CjumpAnimation;
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impl Animation for CjumpAnimation {
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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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2019-07-04 14:58:59 +00:00
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_global_time: f64,
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2019-06-30 02:13:34 +00:00
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anim_time: f64,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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2019-07-04 14:58:59 +00:00
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2019-06-30 02:13:34 +00:00
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let wave_slow = (anim_time as f32 * 7.0).sin();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 15.0,
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);
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next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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2019-07-29 13:44:16 +00:00
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match Tool::Hammer {
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2019-07-07 23:24:20 +00:00
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//TODO: Inventory
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2019-07-29 13:44:16 +00:00
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Tool::Sword => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-7.0, 3.25, 0.25 + wave_stop * 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-7.0, 3.0, -2.0 + wave_stop * 2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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4.0 + skeleton_attr.weapon_y,
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0.0 + wave_stop * 2.0,
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);
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next.weapon.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.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::Axe => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.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.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::Hammer => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0 + wave_stop * 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 7.0, -3.0 + wave_stop * 2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(0.0);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
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8.75 + skeleton_attr.weapon_y,
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-2.5 + wave_stop * 2.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::Staff => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-7.0, 7.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(1.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 6.25, 1.5);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(1.0);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
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8.0 + skeleton_attr.weapon_y,
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1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(1.0);
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next.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::SwordShield => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.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.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::Bow => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.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.weapon.scale = Vec3::one();
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}
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2019-07-29 13:44:16 +00:00
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Tool::Daggers => {
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2019-07-07 23:24:20 +00:00
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.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.weapon.scale = Vec3::one();
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}
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2019-07-07 22:06:29 +00:00
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}
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2019-07-07 22:04:27 +00:00
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
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next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
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next.r_foot.scale = Vec3::one();
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2019-06-30 02:13:34 +00:00
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2019-08-18 06:35:27 +00:00
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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2019-06-30 02:13:34 +00:00
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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2019-08-18 06:35:27 +00:00
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next.l_shoulder.scale = Vec3::one() * 1.1;
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2019-06-30 02:13:34 +00:00
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2019-08-18 06:35:27 +00:00
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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2019-06-30 02:13:34 +00:00
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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2019-08-18 06:35:27 +00:00
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next.r_shoulder.scale = Vec3::one() * 1.1;
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2019-06-30 02:13:34 +00:00
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next.draw.offset = Vec3::new(0.0, 5.0, 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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next.torso.offset = Vec3::new(0.0, -0.2, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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