hold weapon while rolling

This commit is contained in:
jshipsey 2022-01-24 03:55:00 -05:00
parent 086b4bece8
commit 067f06561f
2 changed files with 168 additions and 21 deletions

View File

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct RollAnimation;
@ -10,6 +13,8 @@ pub struct RollAnimation;
type RollAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
bool,
Vec3<f32>,
Vec3<f32>,
f32,
@ -27,7 +32,16 @@ impl Animation for RollAnimation {
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time, stage_section): Self::Dependency<'a>,
(
active_tool_kind,
_second_tool_kind,
hands,
wield_status,
orientation,
last_ori,
_global_time,
stage_section,
): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -57,6 +71,151 @@ impl Animation for RollAnimation {
};
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
if wield_status {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(ToolKind::Hammer | ToolKind::Pick) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
next.control.orientation =
Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
}
} else {
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
};
next.head.position = Vec3::new(
0.0,
s_a.head.0 + 1.5 * movement1,
@ -81,21 +240,6 @@ impl Animation for RollAnimation {
);
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0,
s_a.foot.1 + 5.5 * movement1,
@ -110,9 +254,10 @@ impl Animation for RollAnimation {
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1);
next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI)
* Quaternion::rotation_z(tilt * -10.0);
next.torso.position = Vec3::new(0.0, 0.0, 7.0 * movement1);
next.torso.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI)
* Quaternion::rotation_z(tilt * -10.0);
next
}

View File

@ -1004,7 +1004,7 @@ impl FigureMgr {
let target_bones = match &character {
CharacterState::Roll(s) => {
let stage_time = s.timer.as_secs_f32();
let wield_status = s.was_wielded;
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
@ -1022,6 +1022,8 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
wield_status,
// TODO: Update to use the quaternion.
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),