Animation for cleaving dive

This commit is contained in:
Sam 2022-08-14 12:27:41 -04:00
parent d907cd5e51
commit 0dea91e57f
3 changed files with 116 additions and 3 deletions

View File

@ -0,0 +1,78 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
pub struct DiveMeleeAnimation;
impl Animation for DiveMeleeAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_dive_melee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_dive_melee")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(ability_id, stage_section, ground_dist): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
next.main_weapon_trail = true;
next.off_weapon_trail = true;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
let ground_dist = ground_dist.clamp(0.0, 0.5) * 2.0;
let ground_dist = if ground_dist.is_nan() {
0.0
} else {
ground_dist
};
match ability_id {
Some("common.abilities.sword.cleaving_dive") => {
let (move1, move2, move3, move4) = match stage_section {
Some(StageSection::Movement) => (anim_time.min(1.0).powi(2), (1.0 - ground_dist).powi(2), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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);
next.torso.orientation.rotate_x(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 1.5);
next.control.position += Vec3::new(move1 * 7.0, move1.powi(4) * -6.0, move1 * 20.0);
next.torso.orientation.rotate_x(move2 * 0.8);
next.chest.orientation = Quaternion::rotation_x(move2 * -0.4);
next.control.orientation.rotate_x(move2 * -1.2);
next.control.position += Vec3::new(0.0, move2 * 12.0, move2 * -8.0);
next.control.orientation.rotate_x(move3 * -1.2);
next.control.position += Vec3::new(0.0, move3 * 4.0, move3 * -8.0);
},
_ => {},
}
next
}
}

View File

@ -9,6 +9,7 @@ pub mod combomelee;
pub mod consume;
pub mod dance;
pub mod dash;
pub mod divemelee;
pub mod equip;
pub mod finishermelee;
pub mod glidewield;
@ -51,7 +52,7 @@ pub use self::{
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation, divemelee::DiveMeleeAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;

View File

@ -40,9 +40,9 @@ use common::{
mounting::Rider,
resources::{DeltaTime, Time},
states::{equipping, idle, utils::StageSection, wielding},
terrain::TerrainChunk,
terrain::{TerrainChunk, TerrainGrid, Block},
uid::UidAllocator,
vol::RectRasterableVol,
vol::{RectRasterableVol, ReadVol},
};
use common_base::span;
use common_state::State;
@ -726,6 +726,8 @@ impl FigureMgr {
let bodies = ecs.read_storage::<Body>();
let terrain_grid = ecs.read_resource::<TerrainGrid>();
for (
i,
(
@ -1186,6 +1188,38 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::DiveMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Movement => {
stage_time
},
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
let convert_vec3 = |vec3: anim::vek::Vec3<_>| {
Vec3::new(vec3.x, vec3.y, vec3.z)
};
let ground_dist = terrain_grid
.ray(convert_vec3(pos.0), convert_vec3(pos.0 + vel.0))
.until(Block::is_solid)
.cast()
.0
.powi(2)
/ vel.0.magnitude_squared();
anim::character::DiveMeleeAnimation::update_skeleton(
&target_base,
(ability_id, Some(s.stage_section), ground_dist),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::ChargedRanged(s) => {
let stage_time = s.timer.as_secs_f32();