Merge branch 'tursus_werewolf_anim&spawn_loot_tweaks' into 'master'

spawn and loot tweaks, tursus and werewolf anims

See merge request veloren/veloren!3790
This commit is contained in:
Samuel Keiffer 2023-02-22 01:32:05 +00:00
commit 01da8b6a82
31 changed files with 1347 additions and 1313 deletions

View File

@ -211,6 +211,11 @@
secondary: "common.abilities.custom.beastclaws.basic",
abilities: [],
),
Custom("Tursus Claws"): (
primary: "common.abilities.custom.tursus_claws.basic",
secondary: "common.abilities.custom.tursus_claws.basic",
abilities: [],
),
Custom("Wendigo Magic"): (
primary: "common.abilities.custom.wendigomagic.frostbomb",
secondary: "common.abilities.custom.wendigomagic.singlestrike",

View File

@ -0,0 +1,17 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 0.5,
swing_duration: 0.1,
recover_duration: 0.5,
melee_constructor: (
kind: Slash(
damage: 40.0,
poise: 40.0,
knockback: 25.0,
energy_regen: 0.0,
),
range: 5.0,
angle: 120.0,
),
ori_modifier: 1.0,
)

View File

@ -3,7 +3,7 @@
name: Automatic,
body: RandomWith("axebeak"),
alignment: Alignment(Enemy),
loot: LootTable("common.loot_tables.creature.theropod.horned"),
loot: LootTable("common.loot_tables.creature.theropod.axebeak"),
inventory: (
loadout: FromBody,
),

View File

@ -3,7 +3,7 @@
name: Automatic,
body: RandomWith("bristleback"),
alignment: Alignment(Enemy),
loot: LootTable("common.loot_tables.creature.quad_medium.generic"),
loot: LootTable("common.loot_tables.creature.quad_medium.tuskram"),
inventory: (
loadout: FromBody,
),

View File

@ -3,7 +3,7 @@
name: Automatic,
body: RandomWith("tursus"),
alignment: Alignment(Enemy),
loot: LootTable("common.loot_tables.creature.biped_large.default"),
loot: LootTable("common.loot_tables.creature.biped_large.tursus"),
inventory: (
loadout: FromBody,
),

View File

@ -0,0 +1,21 @@
ItemDef(
name: "Quad Med Basic",
description: "testing123",
kind: Tool((
kind: Natural,
hands: Two,
stats: (
equip_time_secs: 0.01,
power: 1.25,
effect_power: 1.0,
speed: 1.0,
crit_chance: 0.0625,
range: 1.0,
energy_efficiency: 1.0,
buff_strength: 1.0,
),
)),
quality: Low,
tags: [],
ability_spec: Some(Custom("Quad Med Basic")),
)

View File

@ -0,0 +1,21 @@
ItemDef(
name: "Tursus Claws",
description: "Was attached to a beast.",
kind: Tool((
kind: Natural,
hands: Two,
stats: (
equip_time_secs: 0.5,
power: 1.0,
effect_power: 1.0,
speed: 1.0,
crit_chance: 0.0625,
range: 1.0,
energy_efficiency: 1.0,
buff_strength: 1.0,
),
)),
quality: Low,
tags: [],
ability_spec: Some(Custom("Tursus Claws")),
)

View File

@ -0,0 +1,4 @@
[
(1.0, Item("common.items.crafting_ing.hide.rugged_hide")),
(1.0, ItemQuantity("common.items.crafting_ing.animal_misc.long_tusk", 1, 2)),
]

View File

@ -0,0 +1,5 @@
[
(4.0, ItemQuantity("common.items.crafting_ing.animal_misc.elegant_crest", 3, 6)),
(1.0, Item("common.items.crafting_ing.animal_misc.raptor_feather")),
(0.5, Item("common.items.weapons.hammer.burnt_drumstick")),
]

View File

@ -1429,19 +1429,19 @@
),
(Tursus, Male): (
shoulder_l: (
offset: (-4.5, -4.0, -8.0),
offset: (-5.0, -3.5, -5.0),
lateral: ("npc.tursus.male.shoulder_l"),
),
shoulder_r: (
offset: (-4.5, -4.0, -8.0),
offset: (-5.0, -3.5, -5.0),
lateral: ("npc.tursus.male.shoulder_r"),
),
hand_l: (
offset: (-5.5, -3.5, -15.0),
offset: (-6.0, -3.5, -16.0),
lateral: ("npc.tursus.male.hand_l"),
),
hand_r: (
offset: (-5.5, -3.5, -15.0),
offset: (-6.0, -3.5, -16.0),
lateral: ("npc.tursus.male.hand_r"),
),
leg_l: (
@ -1462,20 +1462,20 @@
),
),
(Tursus, Female): (
shoulder_l: (
offset: (-4.5, -4.0, -8.0),
shoulder_l: (
offset: (-5.0, -3.5, -5.0),
lateral: ("npc.tursus.male.shoulder_l"),
),
shoulder_r: (
offset: (-4.5, -4.0, -8.0),
offset: (-5.0, -3.5, -5.0),
lateral: ("npc.tursus.male.shoulder_r"),
),
hand_l: (
offset: (-5.5, -3.5, -15.0),
offset: (-6.0, -3.5, -16.0),
lateral: ("npc.tursus.male.hand_l"),
),
hand_r: (
offset: (-5.5, -3.5, -15.0),
offset: (-6.0, -3.5, -16.0),
lateral: ("npc.tursus.male.hand_r"),
),
leg_l: (

View File

@ -1622,6 +1622,10 @@
vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
color: None
),
Tool("common.items.npc_weapons.unique.tursus_claws"): (
vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
color: None
),
Tool("common.items.npc_weapons.unique.wendigo_magic"): (
vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
color: None

View File

@ -11,8 +11,10 @@ SpawnEntry (
),
Pack(
groups: [
(2, (4, 12, "common.entity.wild.peaceful.penguin")),
(2, (4, 8, "common.entity.wild.peaceful.seal")),
(4, (4, 12, "common.entity.wild.peaceful.penguin")),
(4, (4, 8, "common.entity.wild.peaceful.seal")),
(1, (1, 1, "common.entity.wild.aggressive.tursus")),
(1, (1, 1, "common.entity.wild.aggressive.akhlut")),
],
spawn_mode: Ice,
day_period: [Night, Morning, Noon, Evening],

View File

@ -10,6 +10,7 @@ SpawnEntry (
(1, (1, 1, "common.entity.wild.peaceful.moose")),
(1, (1, 1, "common.entity.wild.peaceful.arctic_hare")),
(1, (1, 1, "common.entity.wild.peaceful.tuskram")),
(1, (1, 1, "common.entity.wild.aggressive.bristleback")),
(1, (1, 4, "common.entity.wild.peaceful.crow")),
],
spawn_mode: Land,

View File

@ -43,7 +43,6 @@ SpawnEntry (
(1, (1, 1, "common.entity.wild.aggressive.batfox")),
(5, (1, 1, "common.entity.wild.peaceful.forest_fox")),
(5, (1, 1, "common.entity.wild.peaceful.raccoon")),
(3, (1, 1, "common.entity.wild.aggressive.bristleback")),
// Pack
(5, (1, 3, "common.entity.wild.peaceful.rat")),
(5, (1, 3, "common.entity.wild.peaceful.squirrel")),

View File

@ -570,6 +570,9 @@ fn default_main_tool(body: &Body) -> Item {
| quadruped_medium::Species::Yak => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.quadmedbasicgentle",
)),
quadruped_medium::Species::Akhlut => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.akhlut",
)),
_ => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.quadmedbasic",
)),
@ -688,7 +691,7 @@ fn default_main_tool(body: &Body) -> Item {
"common.items.npc_weapons.unique.beast_claws",
)),
(biped_large::Species::Tursus, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.beast_claws",
"common.items.npc_weapons.unique.tursus_claws",
)),
(biped_large::Species::Cyclops, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.hammer.cyclops_hammer",

View File

@ -12,7 +12,7 @@ pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
@ -30,7 +30,7 @@ impl Animation for AlphaAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool,
velocity,
global_time,
@ -146,7 +146,7 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
},
Some(ToolKind::Axe) => match ability_id {
Some("common.abilities.custom.gigas_frost.combomelee") => {
Some("common.abilities.custom.gigas_frost.cleave") => {
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
@ -230,267 +230,334 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
},
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Wendigo Magic" => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.wendigomagic.singlestrike") => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
next.control_l.position = Vec3::new(
-9.0 + move2 * 6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 10.5,
);
next.control_r.position = Vec3::new(
9.0 + move2 * -6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 14.5,
);
next.control_l.position =
Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
next.control_r.position =
Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
next.control_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
"Tidal Warrior" => {
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
* Quaternion::rotation_y(move1 * -0.5 + move2 * 0.7)
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
* Quaternion::rotation_y(move1 * -0.3 + move2 * -0.5);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -2.0 + move2 * 4.0,
2.0 + move2 * 4.0,
-4.0 + move2 * 3.0,
);
Some("common.abilities.custom.tidalwarrior.pincer") => {
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
* Quaternion::rotation_y(move1 * -0.5 + move2 * 0.7)
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
* Quaternion::rotation_y(move2 * 0.5)
* Quaternion::rotation_z(
-0.35 + move1 * -0.5 + move2 * 1.0,
);
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
* Quaternion::rotation_y(move1 * -0.3 + move2 * -0.5);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -2.0 + move2 * 4.0,
2.0 + move2 * 4.0,
-4.0 + move2 * 3.0,
);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
* Quaternion::rotation_y(move2 * 0.5)
* Quaternion::rotation_z(-0.35 + move1 * -0.5 + move2 * 1.0);
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
} else {
next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
* Quaternion::rotation_y(move1 * 0.5 + move2 * -0.7)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
* Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
next.hand_r.position = Vec3::new(
14.0 + move1 * 2.0 + move2 * -4.0,
2.0 + move2 * 4.0,
-4.0 + move2 * 3.0,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
} else {
next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
* Quaternion::rotation_y(move1 * 0.5 + move2 * -0.7)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
* Quaternion::rotation_y(move2 * -0.5)
* Quaternion::rotation_z(0.35 + move1 * 0.5 + move2 * -1.0);
next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
* Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
next.hand_r.position = Vec3::new(
14.0 + move1 * 2.0 + move2 * -4.0,
2.0 + move2 * 4.0,
-4.0 + move2 * 3.0,
);
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0)
* Quaternion::rotation_z(-0.35);
next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
* Quaternion::rotation_y(move2 * -0.5)
* Quaternion::rotation_z(0.35 + move1 * 0.5 + move2 * -1.0);
next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
};
next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -4.7);
},
"Minotaur" => {
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(
-12.0 + move1 * -9.0 + move2 * 16.0,
-6.0 + move2 * 8.0,
-18.0 + move1 * 8.0 + move2 * -4.0,
);
next.weapon_r.position = Vec3::new(
12.0 + move1 * 9.0 + move2 * -16.0,
-6.0 + move2 * 8.0,
-18.0 + move1 * 8.0 + move2 * -8.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(-0.35);
next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
* Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
* Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
* Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
};
next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -4.7);
},
Some("common.abilities.custom.minotaur.cripplingstrike") => {
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(
-12.0 + move1 * -9.0 + move2 * 16.0,
-6.0 + move2 * 8.0,
-18.0 + move1 * 8.0 + move2 * -4.0,
);
next.weapon_r.position = Vec3::new(
12.0 + move1 * 9.0 + move2 * -16.0,
-6.0 + move2 * 8.0,
-18.0 + move1 * 8.0 + move2 * -8.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
* Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
* Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
* Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
next.second.scale = Vec3::one() * 1.0;
next.head.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
},
"Yeti" => {
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
next.control.position = Vec3::new(
4.0 + move1 * -12.0 + move2 * 20.0,
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
(-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
);
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
next.second.scale = Vec3::one() * 1.0;
next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
},
Some("common.abilities.custom.yeti.strike") => {
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
* Quaternion::rotation_y(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(
4.0 + move1 * -12.0 + move2 * 20.0,
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
(-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
);
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
next.control.orientation =
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
* Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
* Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
},
"Harvester" => {
next.head.orientation =
Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
* Quaternion::rotation_y(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
next.control.orientation =
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
* Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
* Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
},
Some("common.abilities.custom.harvester.scythe") => {
next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
* Quaternion::rotation_y(move1 * -0.2);
next.shoulder_r.orientation =
Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
if speed == 0.0 {
next.leg_l.orientation =
Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
* Quaternion::rotation_y(move1 * -0.2);
next.shoulder_r.orientation =
Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
if speed == 0.0 {
next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position = Vec3::new(
-7.0 + move1 * 26.0 - move2 * 32.0,
0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
-s_a.grip.0 / 0.8,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0 + move1 * 1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
* Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
* Quaternion::rotation_z(move1 * -1.5);
},
"Husk Brute" => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
if mirror > 0.0 {
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
} else {
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
}
},
_ => {},
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
}
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position = Vec3::new(
-7.0 + move1 * 26.0 - move2 * 32.0,
0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
-s_a.grip.0 / 0.8,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0 + move1 * 1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
* Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
* Quaternion::rotation_z(move1 * -1.5);
},
Some("common.abilities.custom.husk.singlestrike") => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
if mirror > 0.0 {
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
} else {
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
}
},
Some("common.abilities.custom.beastclaws.basic") => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.hand_l.position =
Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
next.hand_r.position =
Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
if mirror > 0.0 {
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
* Quaternion::rotation_z(move1 * 2.0);
next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
* Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
} else {
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
* Quaternion::rotation_z(move1 * -2.0);
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
}
},
Some("common.abilities.custom.tursus_claws.basic") => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
if mirror > 0.0 {
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
* Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
} else {
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
next.upper_torso.orientation =
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
* Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
}
},
_ => {},
},
_ => {},
}

View File

@ -12,13 +12,14 @@ pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
f32,
Vec3<f32>,
Option<StageSection>,
f32,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
@ -29,13 +30,14 @@ impl Animation for BeamAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool_kind,
global_time,
velocity,
stage_section,
acc_vel,
timer,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -123,162 +125,147 @@ impl Animation for BeamAnimation {
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.2 + 0.3 + 0.6 * speednorm + (footrotl * -0.2));
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Tidal Warrior" => {
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_z(move1 * -0.6);
next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.tidalwarrior.bubbles") => {
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_z(move1 * -0.6);
next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
next.shoulder_l.orientation = Quaternion::rotation_z(move1 * 0.3);
next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
next.shoulder_l.orientation = Quaternion::rotation_z(move1 * 0.3);
next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
* Quaternion::rotation_y(move1 * -0.5)
* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
* Quaternion::rotation_y(move1 * -0.5)
* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
* Quaternion::rotation_y(move1 * -0.5)
* Quaternion::rotation_z(0.35 - move2shake * 0.07);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
* Quaternion::rotation_y(move1 * -0.5)
* Quaternion::rotation_z(0.35 - move2shake * 0.07);
next.shoulder_r.orientation = Quaternion::rotation_z(move1 * -0.3);
} else {
next.head.orientation = Quaternion::rotation_z(move1 * 0.6);
next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
next.shoulder_r.orientation = Quaternion::rotation_z(move1 * -0.3);
} else {
next.head.orientation = Quaternion::rotation_z(move1 * 0.6);
next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_z(move1 * -0.3);
next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
next.shoulder_l.orientation = Quaternion::rotation_z(move1 * -0.3);
next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
* Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
* Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
* Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_z(0.35 - move2shake * -0.07);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
* Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_z(0.35 - move2shake * -0.07);
next.shoulder_r.orientation = Quaternion::rotation_z(move1 * 0.3);
};
},
"Yeti" => {
next.second.scale = Vec3::one() * 0.0;
next.shoulder_r.orientation = Quaternion::rotation_z(move1 * 0.3);
};
},
Some("common.abilities.custom.yeti.frostbreath") => {
next.second.scale = Vec3::one() * 0.0;
next.head.orientation = Quaternion::rotation_x(
move1 * 0.5 + move2 * -0.5 + move2shake * -0.02,
);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation =
Quaternion::rotation_x(move2 * -0.5 + move2shake * -0.1);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * -0.5 + move2shake * -0.02);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.5 + move2shake * -0.1);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position = Vec3::new(-12.0, -1.0, -15.0);
next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0);
next.weapon_l.position = Vec3::new(-12.0, -1.0, -15.0);
next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.arm_control_r.orientation =
Quaternion::rotation_x(move1 * 1.1 + move2 * -1.6)
* Quaternion::rotation_y(move1 * 1.4 + move2 * -1.8);
next.arm_control_r.orientation =
Quaternion::rotation_x(move1 * 1.1 + move2 * -1.6)
* Quaternion::rotation_y(move1 * 1.4 + move2 * -1.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 1.4 + move2 * -1.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 1.4 + move2 * -1.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 1.4 + move2 * -1.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 1.4 + move2 * -1.8);
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * -1.9 + move2 * 1.2,
);
next.upper_torso.orientation = Quaternion::rotation_x(
move1 * 0.8 + move2 * -1.1 + move2shake * -0.02,
);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation = Quaternion::rotation_x(
move1 * -0.8 + move2 * 1.1 + move2shake * 0.02,
);
},
"Harvester" => {
next.head.orientation = Quaternion::rotation_x(
move1 * 0.5 + move2 * -0.4 + move2shake * -0.02,
);
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * -1.9 + move2 * 1.2,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1 + move2shake * -0.02);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1 + move2shake * 0.02);
},
Some("common.abilities.custom.harvester.firebreath") => {
next.head.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * -0.4 + move2shake * -0.02);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation =
Quaternion::rotation_x(move2 * -0.5 + move2shake * -0.1);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.5 + move2shake * -0.1);
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0 + move1 * -3.0 + move2 * 3.0,
s_a.upper_torso.1 + move1 * -0.4,
);
next.upper_torso.orientation = Quaternion::rotation_x(
move1 * 0.8 + move2 * -1.1 + move2shake * -0.02,
);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation = Quaternion::rotation_x(
move1 * -0.8 + move2 * 1.1 + move2shake * 0.02,
);
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0 + move1 * -3.0 + move2 * 3.0,
s_a.upper_torso.1 + move1 * -0.4,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1 + move2shake * -0.02);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1 + move2shake * 0.02);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position =
Vec3::new(-6.0, 0.0 + s_a.grip.0 / 1.0, -s_a.grip.0 / 0.8);
next.control.position =
Vec3::new(-6.0, 0.0 + s_a.grip.0 / 1.0, -s_a.grip.0 / 0.8);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + 0.2) * Quaternion::rotation_y(-1.0);
next.control.orientation =
Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8);
next.control.orientation =
Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8);
next.weapon_l.position =
Vec3::new(move1 * 8.0, move1 * 1.0, move1 * 6.0);
next.weapon_l.orientation = Quaternion::rotation_x(move1 * 0.5)
* Quaternion::rotation_y(move1 * -0.8);
next.weapon_l.position = Vec3::new(move1 * 8.0, move1 * 1.0, move1 * 6.0);
next.weapon_l.orientation =
Quaternion::rotation_x(move1 * 0.5) * Quaternion::rotation_y(move1 * -0.8);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_y(-0.4 + move1 * 0.8)
* Quaternion::rotation_x(-0.4 + move1 * -0.2);
next.shoulder_r.orientation =
Quaternion::rotation_y(0.4 + move1 * -0.8)
* Quaternion::rotation_x(0.4 + move1 * -0.8);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_y(-0.4 + move1 * 0.8)
* Quaternion::rotation_x(-0.4 + move1 * -0.2);
next.shoulder_r.orientation = Quaternion::rotation_y(0.4 + move1 * -0.8)
* Quaternion::rotation_x(0.4 + move1 * -0.8);
next.hand_r.position = Vec3::new(
-s_a.grip.1 + move1 * -5.0,
0.0 + move1 * 6.0,
s_a.grip.0 + move1 * 13.0,
);
next.hand_r.orientation = Quaternion::rotation_x(move1 * -3.0)
* Quaternion::rotation_y(move1 * 1.5)
* Quaternion::rotation_z(move1 * -1.5);
},
_ => {},
}
}
next.hand_r.position = Vec3::new(
-s_a.grip.1 + move1 * -5.0,
0.0 + move1 * 6.0,
s_a.grip.0 + move1 * 13.0,
);
next.hand_r.orientation = Quaternion::rotation_x(move1 * -3.0)
* Quaternion::rotation_y(move1 * 1.5)
* Quaternion::rotation_z(move1 * -1.5);
},
_ => {},
},
_ => {},
}

View File

@ -12,12 +12,13 @@ pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
@ -28,12 +29,13 @@ impl Animation for BetaAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool,
velocity,
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -165,75 +167,28 @@ impl Animation for BetaAnimation {
* Quaternion::rotation_y(-1.8 + move1 * 3.0 + move2 * -0.9)
* Quaternion::rotation_z(move1 * -0.2 + move2 * -1.5);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Wendigo Magic" => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.wendigomagic.singlestrike") => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
next.control_l.position = Vec3::new(
-9.0 + move2 * 6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 10.5,
);
next.control_r.position = Vec3::new(
9.0 + move2 * -6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 14.5,
);
next.control_l.position =
Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
next.control_r.position =
Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
next.control_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
"Tidal Claws" => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -1.4);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
next.shoulder_l.orientation = Quaternion::rotation_x(
move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
);
next.shoulder_r.orientation = Quaternion::rotation_x(
move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
);
next.control_l.position = Vec3::new(
-14.0 + move2 * 9.0,
12.0 + move1 * 6.0,
-12.0 + move1 * 9.0,
);
next.control_r.position = Vec3::new(
14.0 + move2 * -9.0,
12.0 + move1 * 6.0,
-12.0 + move1 * 9.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
_ => {},
}
}
next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
_ => {},
},
_ => {},
}

View File

@ -12,12 +12,13 @@ pub struct ChargeMeleeAnimation;
impl Animation for ChargeMeleeAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
@ -28,12 +29,13 @@ impl Animation for ChargeMeleeAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool,
velocity,
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -97,118 +99,107 @@ impl Animation for ChargeMeleeAnimation {
#[allow(clippy::single_match)]
match active_tool_kind {
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Minotaur" => {
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9);
next.head.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.minotaur.cleave") => {
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9);
next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5);
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(
-12.0 + move2 * 5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 16.0 + move2 * -19.0,
);
next.weapon_r.position = Vec3::new(
12.0 + move2 * -5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 14.0 + move2 * -19.0,
);
next.torso.position = Vec3::new(0.0, move2 * 7.06, 0.0);
next.second.scale = Vec3::one() * 1.0;
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(
-12.0 + move2 * 5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 16.0 + move2 * -19.0,
);
next.weapon_r.position = Vec3::new(
12.0 + move2 * -5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 14.0 + move2 * -19.0,
);
next.torso.position = Vec3::new(0.0, move2 * 7.06, 0.0);
next.second.scale = Vec3::one() * 1.0;
next.weapon_l.orientation =
Quaternion::rotation_x(
-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3,
) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
next.weapon_r.orientation = Quaternion::rotation_x(
-1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7,
) * Quaternion::rotation_y(
move1 * -0.3 + move2 * -0.5,
) * Quaternion::rotation_z(0.0);
next.weapon_l.orientation =
Quaternion::rotation_x(-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3)
* Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
next.weapon_r.orientation = Quaternion::rotation_x(
-1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7,
) * Quaternion::rotation_y(
move1 * -0.3 + move2 * -0.5,
) * Quaternion::rotation_z(0.0);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.2 + move2 * 0.1);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.4 + move2 * -0.4);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.2 + move2 * 0.1);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.4 + move2 * -0.4);
next.control.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.0);
next.control.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.0);
},
"Husk Brute" => {
next.second.scale = Vec3::one() * 0.0;
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0);
},
Some("common.abilities.custom.husk_brute.chargedmelee") => {
next.second.scale = Vec3::one() * 0.0;
next.head.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * -0.6);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1 * 10.0).min(6.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.6);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1 * 10.0).min(6.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1 * -0.8);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1 * 0.8);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1 * -0.8);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1 * 0.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.control.orientation =
Quaternion::rotation_x(move1 * 2.5 + move2 * -2.0);
next.control.orientation = Quaternion::rotation_x(move1 * 2.5 + move2 * -2.0);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.6);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.6);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6);
if speed < 0.1 {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
if speed < 0.1 {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
}
next.main.orientation =
Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
* Quaternion::rotation_x(move2 * -0.4);
},
_ => {},
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
}
}
next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
* Quaternion::rotation_x(move2 * -0.4);
},
_ => {},
},
_ => {},
}

View File

@ -12,12 +12,13 @@ pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
@ -28,12 +29,13 @@ impl Animation for DashAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool,
velocity,
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -152,77 +154,65 @@ impl Animation for DashAnimation {
* Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
* Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Minotaur" => {
next.head.orientation =
Quaternion::rotation_x(move1 * 0.4 + move3 * 0.5)
* Quaternion::rotation_z(move1 * -0.3 + move3 * -0.3);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
* Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
next.lower_torso.orientation =
Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
* Quaternion::rotation_x(
move1 * 0.4 + move3 * -0.7 + footrotr * 0.1,
)
* Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(-12.0 + move1 * -3.0, -6.0, -18.0);
next.weapon_r.position = Vec3::new(
12.0 + move1 * -3.0,
-6.0 + move1 * 2.0,
-18.0 + move1 * 2.0,
);
next.second.scale = Vec3::one() * 1.0;
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.minotaur.charge") => {
next.head.orientation = Quaternion::rotation_x(move1 * 0.4 + move3 * 0.5)
* Quaternion::rotation_z(move1 * -0.3 + move3 * -0.3);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
* Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
next.lower_torso.orientation =
Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
* Quaternion::rotation_x(move1 * 0.4 + move3 * -0.7 + footrotr * 0.1)
* Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(-12.0 + move1 * -3.0, -6.0, -18.0);
next.weapon_r.position =
Vec3::new(12.0 + move1 * -3.0, -6.0 + move1 * 2.0, -18.0 + move1 * 2.0);
next.second.scale = Vec3::one() * 1.0;
next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.4)
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.2)
* Quaternion::rotation_z(move3 * -0.5);
next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.3)
* Quaternion::rotation_y(move1 * 0.6 + move2 * -0.6)
* Quaternion::rotation_z(move3 * -0.5);
next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.4)
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.2)
* Quaternion::rotation_z(move3 * -0.5);
next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.3)
* Quaternion::rotation_y(move1 * 0.6 + move2 * -0.6)
* Quaternion::rotation_z(move3 * -0.5);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.control.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
next.control.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
},
"Tidal Warrior" => {
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * -0.3);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.1)
* Quaternion::rotation_x(move1 * -0.1)
* Quaternion::rotation_z(move1 * -0.2);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
},
Some("common.abilities.custom.tidalwarrior.scuttle") => {
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * -0.3);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.1)
* Quaternion::rotation_x(move1 * -0.1)
* Quaternion::rotation_z(move1 * -0.2);
next.hand_l.position = Vec3::new(-14.0, 2.0 + motion * 1.5, -4.0);
next.hand_l.position = Vec3::new(-14.0, 2.0 + motion * 1.5, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.35 + motion * -0.6);
next.hand_r.position = Vec3::new(14.0, 2.0 + motion * -1.5, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.35 + motion * -0.6);
next.hand_r.position = Vec3::new(14.0, 2.0 + motion * -1.5, -4.0);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.35 + motion * 0.6);
next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.35 + motion * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8);
},
_ => {},
}
}
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8);
},
_ => {},
},
_ => {},
}

View File

@ -360,7 +360,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Cultistwarlord, _) => (11.5, -1.0, 4.5),
(Cultistwarlock, _) => (8.0, 0.0, 3.5),
(Huskbrute, _) => (10.5, 0.0, -1.5),
(Tursus, _) => (12.5, -2.5, 1.0),
(Tursus, _) => (12.5, -2.5, -2.0),
(Gigasfrost, _) => (10.5, 0.5, 0.0),
},
hand: match (body.species, body.body_type) {
@ -386,7 +386,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Cultistwarlord, _) => (11.5, -1.0, -1.0),
(Cultistwarlock, _) => (9.5, -1.0, 1.0),
(Huskbrute, _) => (13.0, 0.5, -4.0),
(Tursus, _) => (15.5, -2.5, -8.0),
(Tursus, _) => (15.5, 0.0, -7.0),
(Gigasfrost, _) => (17.0, 0.5, -6.0),
},
leg: match (body.species, body.body_type) {

View File

@ -11,11 +11,12 @@ use core::f32::consts::PI;
pub struct ShockwaveAnimation;
type ShockwaveAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
f32,
f32,
Option<StageSection>,
Option<&'a str>,
);
impl Animation for ShockwaveAnimation {
type Dependency<'a> = ShockwaveAnimationDependency<'a>;
@ -29,11 +30,12 @@ impl Animation for ShockwaveAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool_kind,
_global_time,
velocity,
stage_section,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -125,150 +127,128 @@ impl Animation for ShockwaveAnimation {
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
}
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Yeti" => {
next.second.scale = Vec3::one() * 0.0;
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.yeti.icespikes") => {
next.second.scale = Vec3::one() * 0.0;
next.head.orientation =
Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1pow * 20.0).min(10.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1pow * -20.0).max(-10.0), -1.0, -15.0);
next.head.orientation = Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1pow * 20.0).min(10.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1pow * -20.0).max(-10.0), -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * -1.0);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * 1.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * -1.0);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * 1.0);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.control.orientation =
Quaternion::rotation_x(move1pow * 2.5 + move2 * -2.0);
next.control.orientation =
Quaternion::rotation_x(move1pow * 2.5 + move2 * -2.0);
let twist = move1 * 0.6 + move3 * -0.6;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
let twist = move1 * 0.6 + move3 * -0.6;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1pow * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.lower_torso.orientation =
Quaternion::rotation_x(move1pow * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1pow * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1pow * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1pow * 0.3 + move2 * -0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1pow * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(move1pow * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1pow * 0.3 + move2 * -0.3);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1pow * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_y(move1pow * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1pow * 0.4 + move2 * -0.4);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1pow * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_y(move1pow * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1pow * 0.4 + move2 * -0.4);
next.main.orientation =
Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
* Quaternion::rotation_x(move2 * -0.4);
},
_ => {},
}
}
next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
* Quaternion::rotation_x(move2 * -0.4);
},
_ => {},
},
Some(ToolKind::Axe) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Frost Gigas" => {
next.second.scale = Vec3::one() * 0.0;
Some(ToolKind::Axe) => match ability_id {
Some("common.abilities.custom.gigas_frost.flashfreeze") => {
next.second.scale = Vec3::one() * 0.0;
next.head.orientation =
Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1pow * 20.0).min(10.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1pow * -20.0).max(-10.0), -1.0, -15.0);
next.head.orientation = Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position =
Vec3::new(-12.0 + (move1pow * 20.0).min(10.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1pow * -20.0).max(-10.0), -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * -1.0);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * 1.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * -1.0);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
* Quaternion::rotation_z(move1pow * 1.0);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
next.control.orientation =
Quaternion::rotation_x(move1pow * 1.5 + move2 * 0.6);
next.control.orientation = Quaternion::rotation_x(move1pow * 1.5 + move2 * 0.6);
let twist = move1 * 0.6 + move3 * -0.6;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1pow * 0.4 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
let twist = move1 * 0.6 + move3 * -0.6;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1pow * 0.4 + move2 * -1.1)
* Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1pow * -0.4 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.lower_torso.orientation =
Quaternion::rotation_x(move1pow * -0.4 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1pow * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1pow * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1pow * 0.3 + move2 * -0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1pow * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(move1pow * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1pow * 0.3 + move2 * -0.3);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1pow * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_y(move1pow * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1pow * 0.4 + move2 * -0.4);
next.main.position =
Vec3::new(-5.0 + (move1pow * 20.0).min(10.0), 4.0, 12.0);
next.main.orientation =
Quaternion::rotation_y(move1 * 0.4 + move2 * -0.1)
* Quaternion::rotation_x(PI);
},
_ => {},
}
}
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1pow * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_y(move1pow * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1pow * 0.4 + move2 * -0.4);
next.main.position = Vec3::new(-5.0 + (move1pow * 20.0).min(10.0), 4.0, 12.0);
next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -0.1)
* Quaternion::rotation_x(PI);
},
_ => {},
},
_ => {},
}

View File

@ -11,7 +11,7 @@ use core::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
Vec3<f32>,
@ -19,6 +19,7 @@ type ShootAnimationDependency<'a> = (
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
impl Animation for ShootAnimation {
type Dependency<'a> = ShootAnimationDependency<'a>;
@ -31,7 +32,7 @@ impl Animation for ShootAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool,
velocity,
_orientation,
@ -39,6 +40,7 @@ impl Animation for ShootAnimation {
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -234,166 +236,146 @@ impl Animation for ShootAnimation {
next.lower_torso.orientation = Quaternion::rotation_y(move1 * -0.3);
next.torso.position = Vec3::new(move1, 0.0, 0.0);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Wendigo Magic" => {
let (move1base, _move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
next.control_l.position = Vec3::new(
-9.0 + move1 * 6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 10.5,
);
next.control_r.position = Vec3::new(
9.0 + move1 * -6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 14.5,
);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.wendigomagic.frostbomb") => {
let (move1base, _move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
next.control_l.position =
Vec3::new(-9.0 + move1 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
next.control_r.position =
Vec3::new(9.0 + move1 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
next.control_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5);
next.control_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = Quaternion::rotation_x(move1 * -0.3);
},
"Yeti" => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.second.scale = Vec3::one() * 0.0;
next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5);
next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = Quaternion::rotation_x(move1 * -0.3);
},
Some("common.abilities.custom.yeti.snowball") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.second.scale = Vec3::one() * 0.0;
next.head.orientation = Quaternion::rotation_x(move1 * 0.4);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position = Vec3::new(-12.0, -1.0, -15.0);
next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.4);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.weapon_l.position = Vec3::new(-12.0, -1.0, -15.0);
next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(twist);
next.arm_control_r.orientation =
Quaternion::rotation_x(move1 * PI / 2.0)
* Quaternion::rotation_y(move1 * -PI / 2.0 + move2 * 2.5);
//* Quaternion::rotation_y(move1 * -PI/2.0)
//* Quaternion::rotation_z(move1 * -PI/2.0);
next.arm_control_r.position =
Vec3::new(0.0, move1 * 10.0 + move2 * -10.0, 0.0);
},
"Harvester" => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.arm_control_r.orientation = Quaternion::rotation_x(move1 * PI / 2.0)
* Quaternion::rotation_y(move1 * -PI / 2.0 + move2 * 2.5);
//* Quaternion::rotation_y(move1 * -PI/2.0)
//* Quaternion::rotation_z(move1 * -PI/2.0);
next.arm_control_r.position = Vec3::new(0.0, move1 * 10.0 + move2 * -10.0, 0.0);
},
Some("common.abilities.custom.harvester.explodingpumpkin") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position =
Vec3::new(-7.0, 0.0 + s_a.grip.0 / 1.0, -s_a.grip.0 / 0.8);
next.control.position =
Vec3::new(-7.0, 0.0 + s_a.grip.0 / 1.0, -s_a.grip.0 / 0.8);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0)
* Quaternion::rotation_z(0.0);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8);
next.control.orientation =
Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8);
next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(-twist + move1 * 0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(-twist + move1 * 0.4);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.4);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.4);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0 + move2 * -2.0,
s_a.shoulder.1,
s_a.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -PI / 2.0)
* Quaternion::rotation_x(move2 * 2.0)
* Quaternion::rotation_z(move1 * -PI / 2.0);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0 + move2 * -2.0,
s_a.shoulder.1,
s_a.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -PI / 2.0)
* Quaternion::rotation_x(move2 * 2.0)
* Quaternion::rotation_z(move1 * -PI / 2.0);
next.hand_r.position = Vec3::new(
-s_a.grip.1 + move1 * -2.0 + move2 * 8.0,
0.0 + move1 * 6.0,
s_a.grip.0 + move1 * 18.0 + move2 * -19.0,
);
next.hand_r.orientation =
Quaternion::rotation_x(move1 * -3.0 + move2 * 3.0)
* Quaternion::rotation_y(move1 * 0.5 + move2 * -1.5)
* Quaternion::rotation_z(move1 * -1.5);
next.hand_r.position = Vec3::new(
-s_a.grip.1 + move1 * -2.0 + move2 * 8.0,
0.0 + move1 * 6.0,
s_a.grip.0 + move1 * 18.0 + move2 * -19.0,
);
next.hand_r.orientation = Quaternion::rotation_x(move1 * -3.0 + move2 * 3.0)
* Quaternion::rotation_y(move1 * 0.5 + move2 * -1.5)
* Quaternion::rotation_z(move1 * -1.5);
if speed == 0.0 {
next.leg_l.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
if speed == 0.0 {
next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
},
_ => {},
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
}
},
_ => {},
},
_ => {},
}

View File

@ -11,11 +11,12 @@ use std::f32::consts::PI;
pub struct SpriteSummonAnimation;
type SpriteSummonAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
f32,
f32,
Option<StageSection>,
Option<&'a str>,
);
impl Animation for SpriteSummonAnimation {
type Dependency<'a> = SpriteSummonAnimationDependency<'a>;
@ -29,11 +30,12 @@ impl Animation for SpriteSummonAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool_kind,
_global_time,
velocity,
stage_section,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -110,90 +112,80 @@ impl Animation for SpriteSummonAnimation {
next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
* Quaternion::rotation_y(move2 * -0.1);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Harvester" => {
let (move1, move1pow, move2, move3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time, anim_time.powf(0.1), 0.0, 0.0)
},
Some(StageSection::Action) => {
(1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
},
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let speed = Vec2::<f32>::from(velocity).magnitude();
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move1pow = move1pow * pullback;
let move2 = move2 * pullback;
next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(-twist + move1 * 0.4);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position = Vec3::new(
-7.0 + move1pow * 7.0,
0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
-s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
* Quaternion::rotation_y(-PI);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.4 + move1pow * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_y(0.4)
* Quaternion::rotation_x(0.4 + move1pow * 1.0);
if speed == 0.0 {
next.leg_l.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.harvester.ensnaringvines") => {
let (move1, move1pow, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.1), 0.0, 0.0),
Some(StageSection::Action) => {
(1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
},
_ => {},
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let speed = Vec2::<f32>::from(velocity).magnitude();
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move1pow = move1pow * pullback;
let move2 = move2 * pullback;
next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(-twist + move1 * 0.4);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position = Vec3::new(
-7.0 + move1pow * 7.0,
0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
-s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
* Quaternion::rotation_y(-PI);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + move1pow * 1.6);
next.shoulder_r.orientation =
Quaternion::rotation_y(0.4) * Quaternion::rotation_x(0.4 + move1pow * 1.0);
if speed == 0.0 {
next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
}
},
_ => {},
},
_ => {},
}

View File

@ -225,7 +225,7 @@ impl Animation for StunnedAnimation {
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
},
"Beast Claws" => {
"Beast Claws" | "Tursus Claws" => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

View File

@ -12,12 +12,13 @@ pub struct SummonAnimation;
impl Animation for SummonAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
@ -28,12 +29,13 @@ impl Animation for SummonAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
_second_tool_kind,
velocity,
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
@ -119,109 +121,95 @@ impl Animation for SummonAnimation {
next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
* Quaternion::rotation_y(-0.1 + move2 * -0.8);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Tidal Warrior" => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 30.0).sin(), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.tidalwarrior.totem") => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 30.0).sin(), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.head.position =
Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
* Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
next.head.orientation = Quaternion::rotation_x(move1 * 1.4)
* Quaternion::rotation_y(move2 * 0.02);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
* Quaternion::rotation_y(move2 * -0.02);
next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move2 * 0.02);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -5.0,
2.0 + move1 * -2.0,
-4.0 + move1 * 12.0,
);
next.hand_r.position = Vec3::new(
14.0 + move1 * 5.0,
2.0 + move1 * -2.0,
-4.0 + move1 * 12.0,
);
next.head.position =
Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
* Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
next.head.orientation =
Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move2 * 0.02);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
* Quaternion::rotation_y(move2 * -0.02);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_y(move2 * 0.02);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -5.0,
2.0 + move1 * -2.0,
-4.0 + move1 * 12.0,
);
next.hand_r.position =
Vec3::new(14.0 + move1 * 5.0, 2.0 + move1 * -2.0, -4.0 + move1 * 12.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
* Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
* Quaternion::rotation_z(-0.35);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
* Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
* Quaternion::rotation_z(0.35);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.leg_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
* Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
* Quaternion::rotation_z(-0.35);
next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
* Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
* Quaternion::rotation_z(0.35);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.leg_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.leg_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
next.foot_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
next.foot_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
},
_ => {},
}
}
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.leg_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
next.foot_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
next.foot_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
},
_ => {},
},
Some(ToolKind::Axe) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Frost Gigas" => {
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 2.7 + 0.1 * speednorm)
* Quaternion::rotation_y(move1 * 0.7 + 0.1 * speednorm);
next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -5.0,
2.0 + move1 * -2.0,
-2.0 + move1 * 6.0 + move2 * 4.0,
);
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 2.2)
* Quaternion::rotation_y(move1 * 0.1)
* Quaternion::rotation_z(-0.35);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
next.main.position = Vec3::new(14.0, 2.0, -4.0);
next.main.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
},
_ => {},
}
}
Some(ToolKind::Axe) => match ability_id {
Some("common.abilities.custom.gigas_frost.frost_summons") => {
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 2.7 + 0.1 * speednorm)
* Quaternion::rotation_y(move1 * 0.7 + 0.1 * speednorm);
next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
-14.0 + move1 * -5.0,
2.0 + move1 * -2.0,
-2.0 + move1 * 6.0 + move2 * 4.0,
);
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 2.2)
* Quaternion::rotation_y(move1 * 0.1)
* Quaternion::rotation_z(-0.35);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
next.main.position = Vec3::new(14.0, 2.0, -4.0);
next.main.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
},
_ => {},
},
_ => {},
}

View File

@ -259,7 +259,7 @@ impl Animation for WieldAnimation {
next.hand_r.orientation =
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
},
"Beast Claws" => {
"Beast Claws" | "Tursus Claws" => {
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

View File

@ -272,20 +272,20 @@ impl<'a> From<&'a Body> for SkeletonAttr {
feed: match (body.species, body.body_type) {
(SnowyOwl, _) => -0.65,
(HornedOwl, _) => -0.65,
(Duck, _) => -0.65,
(Cockatiel, _) => -0.65,
(Chicken, _) => 1.2,
(Bat, _) => -0.65,
(Penguin, _) => -0.65,
(Goose, _) => 1.4,
(Peacock, _) => 1.6,
(Eagle, _) => 1.2,
(Parrot, _) => 1.2,
(Crow, _) => 1.2,
(Dodo, _) => 1.2,
(Parakeet, _) => 1.2,
(Puffin, _) => 1.2,
(Toucan, _) => 1.2,
(Duck, _) => -0.55,
(Cockatiel, _) => -0.60,
(Chicken, _) => -0.65,
(Bat, _) => -0.55,
(Penguin, _) => -0.75,
(Goose, _) => -0.65,
(Peacock, _) => -1.2,
(Eagle, _) => -0.75,
(Parrot, _) => -0.60,
(Crow, _) => -0.65,
(Dodo, _) => -0.65,
(Parakeet, _) => -0.60,
(Puffin, _) => -0.75,
(Toucan, _) => -0.50,
},
}
}

View File

@ -3,7 +3,7 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{AbilitySpec, Hands, ToolKind},
comp::item::{Hands, ToolKind},
states::utils::AbilityInfo,
};
use std::{f32::consts::PI, ops::Mul};
@ -12,8 +12,9 @@ pub struct MusicAnimation;
type MusicAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
(Option<AbilityInfo>, Option<&'a AbilitySpec>, f32),
(Option<AbilityInfo>, f32),
Vec3<f32>,
Option<&'a str>,
);
impl Animation for MusicAnimation {
type Dependency<'a> = MusicAnimationDependency<'a>;
@ -25,7 +26,7 @@ impl Animation for MusicAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_music")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_hands, (ability_info, active_tool_spec, global_time), rel_vel): Self::Dependency<'_>,
(_hands, (ability_info, global_time), rel_vel, ability_id): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -98,228 +99,236 @@ impl Animation for MusicAnimation {
(global_time + anim_time / 6.0).floor().mul(1337.0).sin() * 0.15,
);
// TODO: create Instrument SubToolKinds to distinguish instruments
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Instrument) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
// instrument specific head_bop
let head_bop = match spec.as_str() {
"Flute" | "GlassFlute" | "Melodica" => 0.2,
"Guitar" | "DarkGuitar" | "Lute" | "Sitar" => 0.5,
"Lyre" | "IcyTalharpa" | "Kalimba" => 0.3,
_ => 1.0,
};
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z((short * head_bop) * -0.6)
* Quaternion::rotation_x(
0.2 + head_look.y.max(0.0) + (shorte * head_bop).abs() * -0.2,
// instrument specific head_bop
let head_bop = match ability_id {
Some("common.abilities.music.flute")
| Some("common.abilities.music.glass_flute")
| Some("common.abilities.music.melodica") => 0.2,
Some("common.abilities.music.guitar")
| Some("common.abilities.music.dark_guitar")
| Some("common.abilities.music.lute")
| Some("common.abilities.music.sitar") => 0.5,
Some("common.abilities.music.lyre")
| Some("common.abilities.music.icy_talharpa")
| Some("common.abilities.music.kalimba") => 0.3,
_ => 1.0,
};
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z((short * head_bop) * -0.6)
* Quaternion::rotation_x(
0.2 + head_look.y.max(0.0) + (shorte * head_bop).abs() * -0.2,
);
// instrument specific hand and instrument animations
match ability_id {
Some("common.abilities.music.double_bass") => {
next.hand_l.position = Vec3::new(
3.5 - s_a.hand.0,
7.0 + s_a.hand.1 + shortealt * -3.0,
8.0 + s_a.hand.2 + shortealt * -0.75,
);
// instrument specific hand and instrument animations
match spec.as_str() {
"DoubleBass" => {
next.hand_l.position = Vec3::new(
3.5 - s_a.hand.0,
7.0 + s_a.hand.1 + shortealt * -3.0,
8.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.5);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.5);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 6.0,
4.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.4);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 6.0,
4.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.4);
next.main.position = Vec3::new(-4.0, 6.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(3.0)
* Quaternion::rotation_z(PI / -3.0);
},
"Flute" | "GlassFlute" => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.main.position = Vec3::new(-4.0, 6.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(3.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some("common.abilities.music.flute")
| Some("common.abilities.music.glass_flute") => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.hand_r.position = Vec3::new(
-4.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.hand_r.position = Vec3::new(
-4.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-2.5, 10.0, -11.0);
next.main.orientation = Quaternion::rotation_x(3.5)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(0.05);
},
"Guitar" | "DarkGuitar" => {
next.hand_l.position = Vec3::new(
1.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.main.position = Vec3::new(-2.5, 10.0, -11.0);
next.main.orientation = Quaternion::rotation_x(3.5)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(0.05);
},
Some("common.abilities.music.guitar")
| Some("common.abilities.music.dark_guitar") => {
next.hand_l.position = Vec3::new(
1.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
3.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
3.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-14.0, 6.0, 5.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
"Lyre" | "IcyTalharpa" => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.main.position = Vec3::new(-14.0, 6.0, 5.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some("common.abilities.music.lyre")
| Some("common.abilities.music.icy_talharpa") => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
Some("common.abilities.music.kalimba") => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
"Kalimba" => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 12.0, -8.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(PI - 0.2);
},
Some("common.abilities.music.lute") => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
5.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.main.position = Vec3::new(8.0, 12.0, -8.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(PI - 0.2);
},
"Lute" => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
5.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-1.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.hand_r.position = Vec3::new(
-1.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-14.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some("common.abilities.music.melodica") => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.main.position = Vec3::new(-14.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
"Melodica" => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.hand_r.position = Vec3::new(
-3.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.hand_r.position = Vec3::new(
-3.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-1.0, 2.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(PI / -2.0);
},
Some("common.abilities.music.washboard") => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.main.position = Vec3::new(-1.0, 2.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(PI / -2.0);
},
"Washboard" => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
Some("common.abilities.music.sitar") => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
1.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
"Sitar" => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
1.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-15.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
_ => {},
}
next.main.position = Vec3::new(-15.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
_ => {},
}
},
_ => {},

View File

@ -2062,8 +2062,9 @@ impl FigureMgr {
&target_base,
(
hands,
(Some(s.static_data.ability_info), active_tool_spec, time),
(Some(s.static_data.ability_info), time),
rel_vel,
ability_id,
),
state.state_time,
&mut state_animation_rate,
@ -5064,12 +5065,13 @@ impl FigureMgr {
anim::biped_large::ChargeMeleeAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5126,7 +5128,7 @@ impl FigureMgr {
anim::biped_large::AlphaAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
@ -5157,7 +5159,7 @@ impl FigureMgr {
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
// TODO: Update to use the quaternion.
@ -5166,6 +5168,7 @@ impl FigureMgr {
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5251,7 +5254,7 @@ impl FigureMgr {
anim::biped_large::ShootAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
// TODO: Update to use the quaternion.
@ -5260,6 +5263,7 @@ impl FigureMgr {
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5286,12 +5290,13 @@ impl FigureMgr {
anim::biped_large::DashAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5322,7 +5327,7 @@ impl FigureMgr {
1 => anim::biped_large::AlphaAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
@ -5338,12 +5343,13 @@ impl FigureMgr {
2 => anim::biped_large::BetaAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5352,12 +5358,13 @@ impl FigureMgr {
_ => anim::biped_large::BetaAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5415,12 +5422,13 @@ impl FigureMgr {
anim::biped_large::SummonAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
rel_vel,
time,
Some(s.stage_section),
state.acc_vel,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5516,11 +5524,12 @@ impl FigureMgr {
anim::biped_large::ShockwaveAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
time,
rel_vel.magnitude(),
Some(s.stage_section),
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5542,13 +5551,14 @@ impl FigureMgr {
anim::biped_large::BeamAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
time,
rel_vel,
Some(s.stage_section),
state.acc_vel,
state.state_time,
ability_id,
),
stage_progress,
&mut state_animation_rate,
@ -5572,11 +5582,12 @@ impl FigureMgr {
anim::biped_large::SpriteSummonAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
active_tool_kind,
(second_tool_kind, second_tool_spec),
time,
rel_vel.magnitude(),
Some(s.stage_section),
ability_id,
),
stage_progress,
&mut state_animation_rate,

View File

@ -2539,7 +2539,7 @@ impl Structure for SeaChapel {
min: Vec3::new(
cr_center.x + (diameter / 3) - 1,
cr_center.y - 2,
base - (2 * (diameter / 3)) - (diameter / 4),
base - (2 * (diameter / 3)) - (diameter / 4) + 2,
),
max: Vec3::new(
cr_center.x + (diameter / 3) + 6,