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https://gitlab.com/veloren/veloren.git
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hold weapon while rolling
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parent
086b4bece8
commit
067f06561f
@ -2,7 +2,10 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct RollAnimation;
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@ -10,6 +13,8 @@ pub struct RollAnimation;
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type RollAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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bool,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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@ -27,7 +32,16 @@ impl Animation for RollAnimation {
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time, stage_section): Self::Dependency<'a>,
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(
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active_tool_kind,
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_second_tool_kind,
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hands,
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wield_status,
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orientation,
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last_ori,
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_global_time,
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stage_section,
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): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -57,6 +71,151 @@ impl Animation for RollAnimation {
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};
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let pullback = 1.0 - movement3;
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let movement1 = movement1base * pullback;
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if wield_status {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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},
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Some(ToolKind::Axe) => {
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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},
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Some(ToolKind::Hammer | ToolKind::Pick) => {
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
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* Quaternion::rotation_y(s_a.hhl.4)
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* Quaternion::rotation_z(s_a.hhl.5);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
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* Quaternion::rotation_y(s_a.hc.4)
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* Quaternion::rotation_z(s_a.hc.5);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
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next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5);
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},
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Some(ToolKind::Bow) => {
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next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
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next.control.orientation =
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Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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Some(ToolKind::Farming) => {
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next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(7.5, 7.5, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.control.position = Vec3::new(-11.0, 1.8, 4.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (None, Some(Hands::One)) => {
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next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (Some(Hands::One), None) => {
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next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
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},
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(_, _) => {},
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}
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} else {
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
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next.hand_r.position = Vec3::new(
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-1.0 * movement1 + s_a.hand.0,
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s_a.hand.1 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
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};
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0 + 1.5 * movement1,
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@ -81,21 +240,6 @@ impl Animation for RollAnimation {
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);
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next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
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next.hand_r.position = Vec3::new(
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-1.0 * movement1 + s_a.hand.0,
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s_a.hand.1 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
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next.foot_l.position = Vec3::new(
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1.0 * movement1 - s_a.foot.0,
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s_a.foot.1 + 5.5 * movement1,
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@ -110,9 +254,10 @@ impl Animation for RollAnimation {
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
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next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1);
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next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI)
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* Quaternion::rotation_z(tilt * -10.0);
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next.torso.position = Vec3::new(0.0, 0.0, 7.0 * movement1);
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next.torso.orientation =
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Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI)
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* Quaternion::rotation_z(tilt * -10.0);
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next
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}
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@ -1004,7 +1004,7 @@ impl FigureMgr {
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let target_bones = match &character {
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CharacterState::Roll(s) => {
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let stage_time = s.timer.as_secs_f32();
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let wield_status = s.was_wielded;
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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@ -1022,6 +1022,8 @@ impl FigureMgr {
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(
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active_tool_kind,
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second_tool_kind,
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hands,
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wield_status,
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// TODO: Update to use the quaternion.
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ori * anim::vek::Vec3::<f32>::unit_y(),
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state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
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