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https://gitlab.com/veloren/veloren.git
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Combo melee skips recover if continuously striking. Combo animations consolidated to one file.
This commit is contained in:
parent
17258975fc
commit
0ff06edcdc
@ -1811,6 +1811,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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ability_info,
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},
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exhausted: false,
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skip_recover: false,
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timer: Duration::default(),
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stage_section: None,
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completed_strikes: 0,
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@ -77,6 +77,8 @@ pub struct Data {
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pub static_data: StaticData,
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/// Whether the attack was executed already
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pub exhausted: bool,
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/// Whether the strike should skip recover
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pub skip_recover: bool,
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/// Timer for each stage
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pub timer: Duration,
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/// Checks what section a strike is in, if a strike is currently being
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@ -120,6 +122,13 @@ impl CharacterBehavior for Data {
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}
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},
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Some(StageSection::Action) => {
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if input_is_pressed(data, InputKind::Primary) {
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update.character = CharacterState::ComboMelee2(Data {
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static_data: self.static_data.clone(),
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skip_recover: true,
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..*self
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});
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}
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if self.timer.as_secs_f32()
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> strike_data.hit_timing * strike_data.swing_duration.as_secs_f32()
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&& !self.exhausted
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@ -128,6 +137,8 @@ impl CharacterBehavior for Data {
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static_data: self.static_data.clone(),
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
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skip_recover: self.skip_recover
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|| input_is_pressed(data, InputKind::Primary),
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..*self
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});
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@ -145,8 +156,12 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::ComboMelee2(Data {
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static_data: self.static_data.clone(),
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timer: tick_attack_or_default(data, self.timer, None),
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skip_recover: self.skip_recover
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|| input_is_pressed(data, InputKind::Primary),
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..*self
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});
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} else if self.skip_recover {
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next_strike(&mut update)
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} else {
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// Transitions to recover section of stage
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update.character = CharacterState::ComboMelee2(Data {
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@ -170,7 +185,6 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::ComboMelee2(Data {
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static_data: self.static_data.clone(),
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timer: Duration::default(),
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completed_strikes: self.completed_strikes + 1,
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stage_section: None,
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..*self
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});
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@ -214,7 +228,9 @@ impl CharacterBehavior for Data {
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fn next_strike(update: &mut StateUpdate) {
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.exhausted = false;
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c.skip_recover = false;
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c.timer = Duration::default();
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c.stage_section = Some(StageSection::Buildup);
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c.completed_strikes += 1;
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}
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}
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672
voxygen/anim/src/character/combomelee.rs
Normal file
672
voxygen/anim/src/character/combomelee.rs
Normal file
@ -0,0 +1,672 @@
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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::{
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comp::item::{Hands, ToolKind},
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states::utils::{AbilityInfo, StageSection},
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};
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use core::f32::consts::PI;
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pub struct ComboAnimation;
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type ComboAnimationDependency = (
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(Option<Hands>, Option<Hands>),
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Option<StageSection>,
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Option<AbilityInfo>,
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usize,
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);
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impl Animation for ComboAnimation {
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type Dependency<'a> = ComboAnimationDependency;
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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_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, stage_section, ability_info, strike): 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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match strike {
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0 => {
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let (move1, move2, move3, move2h) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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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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next.torso.position = Vec3::new(0.0, 0.0, 1.1);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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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.chest.orientation =
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Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2);
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next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2);
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},
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Some(ToolKind::Axe) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.head.position =
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Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
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next.chest.orientation =
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Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
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* Quaternion::rotation_y(
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0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0,
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)
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* Quaternion::rotation_z(
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0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5,
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);
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next.head.orientation =
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Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
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* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
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next.chest.orientation =
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Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
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* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
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* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
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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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_ => {},
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}
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
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.and_then(|a| a.tool)
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{
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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 = Quaternion::rotation_x(s_a.shl.3)
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* 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 = Quaternion::rotation_x(s_a.shr.3)
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* Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + move2 * 10.0,
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s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
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s_a.sc.2 + move1 * 1.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
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* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
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* Quaternion::rotation_z(
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s_a.sc.5 + move1 * -PI / 2.0 + move3 * -PI / 2.0,
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);
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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 = Quaternion::rotation_x(s_a.ahl.3)
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* 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 = Quaternion::rotation_x(s_a.ahr.3)
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* Quaternion::rotation_z(s_a.ahr.5);
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
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s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
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s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
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);
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next.control.orientation = Quaternion::rotation_x(
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s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4,
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) * Quaternion::rotation_y(
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s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
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) * Quaternion::rotation_z(
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s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
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)
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
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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(
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s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
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s_a.hc.1 + (moveret2 * 5.0),
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s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(
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s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55),
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) * Quaternion::rotation_y(
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s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
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) * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
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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), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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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 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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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Some(ToolKind::Axe) => {
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next.control_l.position = Vec3::new(
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-7.0 + move2 * 5.0,
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8.0 + move1 * 3.0 + move2 * 7.0,
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2.0 + move1 * -6.0 + move2 * 10.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.control_l.position = Vec3::new(
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-7.0,
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8.0 + move1 * -4.0 + move2 * 4.0,
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2.0 + move1 * 16.0 + move2 * -19.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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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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(_, _) => {},
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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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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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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Some(ToolKind::Axe) => {
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next.control_r.position = Vec3::new(
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7.0 + move2 * 5.0,
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8.0 + move1 * 3.0 + move2 * 7.0,
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2.0 + move1 * -6.0 + move2 * 8.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.control_r.position = Vec3::new(
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7.0,
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8.0 + move1 * -4.0 + move2h * 4.0,
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2.0 + move1 * 12.0 + move2h * -16.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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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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},
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(_, _) => {},
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};
|
||||
|
||||
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)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
|
||||
|
||||
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
|
||||
next.lantern.orientation = next.hand_r.orientation.inverse();
|
||||
}
|
||||
},
|
||||
1 => {
|
||||
let (movement1base, movement2base, movement3) = 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 - movement3;
|
||||
let move1 = movement1base * pullback;
|
||||
let move2 = movement2base * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + move2 * -2.0,
|
||||
2.0 + move2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
|
||||
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(move1 * 0.1)
|
||||
* Quaternion::rotation_z(move2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.1)
|
||||
* Quaternion::rotation_z(move2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
|
||||
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (movement1, movement2, movement3) = 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.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
|
||||
* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
|
||||
* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
-11.0
|
||||
+ 11.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
|
||||
s_a.foot.1,
|
||||
s_a.foot.2 + (movement2 * 6.0),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
|
||||
* Quaternion::rotation_y(movement2 * 0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement2 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(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.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 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
|
||||
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 - 0.6 + movement2base * -0.2,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.sc.5 - PI / 2.0 + movement1base * PI,
|
||||
);
|
||||
},
|
||||
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);
|
||||
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.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.4,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0,
|
||||
)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(
|
||||
-2.7 + movement1base * -1.0 + movement2base * 2.0,
|
||||
)
|
||||
* Quaternion::rotation_z(1.5 + movement1base * PI);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-2.0 + movement1base * -5.0,
|
||||
18.0 + movement1base * -10.0,
|
||||
6.0 + movement1base * -10.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(1.7 + movement2base * 1.5)
|
||||
* Quaternion::rotation_y(-3.7)
|
||||
* Quaternion::rotation_z(1.5 + movement2base * PI / 2.0);
|
||||
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)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
12.0 + move1 * -10.0,
|
||||
18.0 + move1 * -10.0,
|
||||
4.0 + move1 * -2.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.3)
|
||||
* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
|
||||
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)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
2 => {
|
||||
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.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
let pullback = 1.0 - move3;
|
||||
if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) {
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * pullback)
|
||||
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * pullback);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
|
||||
}
|
||||
#[allow(clippy::single_match)]
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
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 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback,
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback,
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.sc.5 + (1.67 + move2 * PI / 2.0) * pullback,
|
||||
);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.7 + move1 * -0.75 + move2 * 1.0)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.3 + move1 * -2.3 + move2 * 1.0)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
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)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -5,6 +5,7 @@ pub mod block;
|
||||
pub mod chargeswing;
|
||||
pub mod climb;
|
||||
pub mod collect;
|
||||
pub mod combomelee;
|
||||
pub mod consume;
|
||||
pub mod dance;
|
||||
pub mod dash;
|
||||
@ -40,15 +41,16 @@ pub mod wield;
|
||||
pub use self::{
|
||||
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
|
||||
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
|
||||
consume::ConsumeAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
|
||||
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation, music::MusicAnimation,
|
||||
repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
|
||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
|
||||
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
|
||||
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
|
||||
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
|
||||
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
|
||||
dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation,
|
||||
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
|
||||
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
|
||||
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
|
||||
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
|
||||
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
|
||||
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
|
||||
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
|
||||
wield::WieldAnimation,
|
||||
};
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
|
||||
use common::comp;
|
||||
|
@ -1640,45 +1640,21 @@ impl FigureMgr {
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
match s.completed_strikes % s.static_data.strikes.len() {
|
||||
0 => anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
Some(stage_section),
|
||||
(Some(s.static_data.ability_info), active_tool_spec),
|
||||
),
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
let current_strike =
|
||||
s.completed_strikes % s.static_data.strikes.len();
|
||||
|
||||
anim::character::ComboAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
Some(stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
current_strike,
|
||||
),
|
||||
1 => anim::character::SpinAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
_ => anim::character::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
}
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else if physics.in_liquid().is_some() {
|
||||
anim::character::SwimWieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
|
Loading…
Reference in New Issue
Block a user