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Animation for cleaving dive
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78
voxygen/anim/src/character/divemelee.rs
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78
voxygen/anim/src/character/divemelee.rs
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@ -0,0 +1,78 @@
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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::states::utils::StageSection;
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use core::f32::consts::PI;
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pub struct DiveMeleeAnimation;
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impl Animation for DiveMeleeAnimation {
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type Dependency<'a> = (Option<&'a str>, Option<StageSection>, f32);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_dive_melee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_dive_melee")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(ability_id, stage_section, ground_dist): 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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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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let ground_dist = ground_dist.clamp(0.0, 0.5) * 2.0;
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let ground_dist = if ground_dist.is_nan() {
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0.0
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} else {
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ground_dist
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};
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match ability_id {
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Some("common.abilities.sword.cleaving_dive") => {
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let (move1, move2, move3, move4) = match stage_section {
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Some(StageSection::Movement) => (anim_time.min(1.0).powi(2), (1.0 - ground_dist).powi(2), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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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 =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0,
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s_a.sc.1,
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s_a.sc.2,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3);
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next.torso.orientation.rotate_x(move1 * -0.8);
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next.control.orientation.rotate_x(move1 * 1.5);
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next.control.position += Vec3::new(move1 * 7.0, move1.powi(4) * -6.0, move1 * 20.0);
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next.torso.orientation.rotate_x(move2 * 0.8);
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next.chest.orientation = Quaternion::rotation_x(move2 * -0.4);
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next.control.orientation.rotate_x(move2 * -1.2);
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next.control.position += Vec3::new(0.0, move2 * 12.0, move2 * -8.0);
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next.control.orientation.rotate_x(move3 * -1.2);
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next.control.position += Vec3::new(0.0, move3 * 4.0, move3 * -8.0);
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},
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_ => {},
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}
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next
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}
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}
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@ -9,6 +9,7 @@ pub mod combomelee;
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pub mod consume;
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pub mod dance;
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pub mod dash;
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pub mod divemelee;
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pub mod equip;
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pub mod finishermelee;
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pub mod glidewield;
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@ -51,7 +52,7 @@ pub use self::{
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
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spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation, divemelee::DiveMeleeAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
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use common::comp;
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@ -40,9 +40,9 @@ use common::{
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mounting::Rider,
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resources::{DeltaTime, Time},
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states::{equipping, idle, utils::StageSection, wielding},
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terrain::TerrainChunk,
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terrain::{TerrainChunk, TerrainGrid, Block},
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uid::UidAllocator,
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vol::RectRasterableVol,
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vol::{RectRasterableVol, ReadVol},
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};
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use common_base::span;
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use common_state::State;
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@ -726,6 +726,8 @@ impl FigureMgr {
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let bodies = ecs.read_storage::<Body>();
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let terrain_grid = ecs.read_resource::<TerrainGrid>();
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for (
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i,
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(
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@ -1186,6 +1188,38 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::DiveMelee(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Movement => {
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stage_time
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},
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StageSection::Action => {
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stage_time / s.static_data.swing_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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let convert_vec3 = |vec3: anim::vek::Vec3<_>| {
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Vec3::new(vec3.x, vec3.y, vec3.z)
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};
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let ground_dist = terrain_grid
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.ray(convert_vec3(pos.0), convert_vec3(pos.0 + vel.0))
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.until(Block::is_solid)
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.cast()
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.0
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.powi(2)
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/ vel.0.magnitude_squared();
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anim::character::DiveMeleeAnimation::update_skeleton(
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&target_base,
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(ability_id, Some(s.stage_section), ground_dist),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::ChargedRanged(s) => {
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let stage_time = s.timer.as_secs_f32();
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