diff --git a/common/src/comp/inventory/item/tool.rs b/common/src/comp/inventory/item/tool.rs index 198a294621..3f63d2ac2a 100644 --- a/common/src/comp/inventory/item/tool.rs +++ b/common/src/comp/inventory/item/tool.rs @@ -260,8 +260,8 @@ impl Tool { range: 3.5, max_angle: 30.0, charge_duration: Duration::from_millis(1200), - swing_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(500), + swing_duration: Duration::from_millis(400), + recover_duration: Duration::from_millis(600), }, LeapMelee { energy_cost: 0, @@ -327,10 +327,10 @@ impl Tool { }, RepeaterRanged { energy_cost: 0, - movement_duration: Duration::from_millis(200), - buildup_duration: Duration::from_millis(100), - shoot_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(500), + movement_duration: Duration::from_millis(300), + buildup_duration: Duration::from_millis(200), + shoot_duration: Duration::from_millis(200), + recover_duration: Duration::from_millis(800), leap: Some(10.0), projectile: Projectile { hit_solid: vec![projectile::Effect::Stick], diff --git a/common/src/states/utils.rs b/common/src/states/utils.rs index ffae9f9697..afaf37f25d 100644 --- a/common/src/states/utils.rs +++ b/common/src/states/utils.rs @@ -107,7 +107,7 @@ pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) { // Set direction based on move direction - let ori_dir = if update.character.is_attack() | update.character.is_block() { + let ori_dir = if update.character.is_block() { data.inputs.look_dir.xy() } else if !data.inputs.move_dir.is_approx_zero() { data.inputs.move_dir diff --git a/voxygen/src/anim/src/character/chargeswing.rs b/voxygen/src/anim/src/character/chargeswing.rs new file mode 100644 index 0000000000..b995fb1496 --- /dev/null +++ b/voxygen/src/anim/src/character/chargeswing.rs @@ -0,0 +1,288 @@ +use super::{ + super::{vek::*, Animation}, + CharacterSkeleton, SkeletonAttr, +}; +use common::{ + comp::item::{Hands, ToolKind}, + states::utils::StageSection, +}; +use std::f32::consts::PI; +pub struct ChargeswingAnimation; + +impl Animation for ChargeswingAnimation { + type Dependency = ( + Option, + Option, + Vec3, + f64, + Option, + ); + type Skeleton = CharacterSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"character_chargeswing\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")] + #[allow(clippy::approx_constant)] // TODO: Pending review in #587 + fn update_skeleton_inner( + skeleton: &Self::Skeleton, + (active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency, + anim_time: f64, + rate: &mut f32, + skeleton_attr: &SkeletonAttr, + ) -> Self::Skeleton { + *rate = 1.0; + let mut next = (*skeleton).clone(); + let speed = Vec2::::from(velocity).magnitude(); + + let lab = 1.0; + + // Spin stuff here + let foot = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 10.32).sin()); + + let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); + + let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); + let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); + let short = (((5.0) + / (1.5 + + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 8.0).sin()); + // end spin stuff + + let movement = (anim_time as f32 * 1.0); + let fire = (anim_time as f32 * 18.0 * lab as f32).sin(); + + let foothoril = (anim_time as f32 * 8.0 * lab as f32 + PI * 1.45).sin(); + let foothorir = (anim_time as f32 * 8.0 * lab as f32 + PI * (0.45)).sin(); + + let footvertl = (anim_time as f32 * 8.0 * lab as f32).sin(); + let footvertr = (anim_time as f32 * 8.0 * lab as f32 + PI).sin(); + let footrotl = (((1.0) + / (0.5 + + (0.5) + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()) + .powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()); + + let footrotr = (((1.0) + / (0.5 + + (0.5) + * ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()) + .powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * 8.0* lab as f32 + PI * 0.4).sin()); + if let Some(ToolKind::Hammer(_)) = active_tool_kind { + next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); + next.l_hand.orientation = + Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); + next.l_hand.scale = Vec3::one() * 1.08; + next.r_hand.position = Vec3::new(2.0, 0.0, 0.0); + next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.r_hand.scale = Vec3::one() * 1.06; + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = + Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57); + + next.control.position = Vec3::new(6.0, 7.0, 1.0); + next.control.orientation = Quaternion::rotation_x(0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); + if let Some(stage_section) = stage_section { + match stage_section { + StageSection::Charge => { + next.control.position = Vec3::new(6.0+(movement*-4.0).max(-8.0), 7.0+(movement*2.0).min(2.0), 1.0); + next.control.orientation = Quaternion::rotation_x(0.3) + * Quaternion::rotation_y(0.0+(movement*0.7).min(0.7)+fire*0.1*(anim_time as f32).min(2.0)) + * Quaternion::rotation_z(0.0+(movement*0.2).min(0.5)); + + next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1); + next.chest.orientation = Quaternion::rotation_z((movement*2.0).min(PI/2.0)); + next.shorts.orientation = Quaternion::rotation_z((short*0.25+movement*-1.0).max(-PI/4.0)); + + next.head.position = Vec3::new(0.0, skeleton_attr.head.0-2.0+(movement*2.0).min(2.0), skeleton_attr.head.1); + + next.head.orientation = Quaternion::rotation_z((movement*-1.8).max(PI/-2.0)); + next.shorts.orientation = + Quaternion::rotation_z(short * 0.25); + //next.l_foot.orientation = + //Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7)); + //next.r_foot.orientation = + //Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7)); +if speed > 0.5{ + + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + -1.5 + skeleton_attr.foot.1 + foothoril * -3.5-2.0, + 2.0 + skeleton_attr.foot.2 + ((footvertl * -1.7).max(-1.0)), + ); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + -1.5 + skeleton_attr.foot.1 + foothorir * -3.5+5.0, + 2.0 + skeleton_attr.foot.2 + ((footvertr * -1.7).max(-1.0)), + ); + + next.l_foot.orientation = Quaternion::rotation_x(-0.4 + footrotl * -0.2) + * Quaternion::rotation_z((movement*0.5).min(0.5)); + next.l_foot.scale = Vec3::one(); + + next.r_foot.orientation = Quaternion::rotation_x(-0.4 + footrotr * -0.2) + * Quaternion::rotation_z((movement*0.5).min(0.5)); +} +else{ + + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + skeleton_attr.foot.1-5.0, + skeleton_attr.foot.2, + ); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + skeleton_attr.foot.1+7.0, + skeleton_attr.foot.2, + ); + + next.l_foot.orientation = Quaternion::rotation_x(-0.2); + + next.r_foot.orientation = Quaternion::rotation_x(0.2); + + +}; + + }, + + StageSection::Swing => { + next.chest.orientation = Quaternion::rotation_z(-0.5); + next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0); + next.control.orientation = Quaternion::rotation_x(PI/2.0) + * Quaternion::rotation_y(-1.6) + * Quaternion::rotation_z(-0.1); + next.head.orientation = Quaternion::rotation_z(0.4); + + }, + StageSection::Recover => { + next.chest.orientation = Quaternion::rotation_z(-0.5+movement*0.5); + next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0+movement*-3.0); + next.control.orientation = Quaternion::rotation_x(PI/2.0) + * Quaternion::rotation_y(-1.6+movement*1.6) + * Quaternion::rotation_z(-0.1+movement*0.1); + next.head.orientation = Quaternion::rotation_z(0.4+movement*-0.4); + + }, + _ => {}, + } + } + } + + /* if let Some(ToolKind::Hammer(_)) = active_tool_kind { + next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); + next.l_hand.scale = Vec3::one() * 1.08; + next.r_hand.position = Vec3::new(3.0, 0.0, 0.0); + next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.r_hand.scale = Vec3::one() * 1.06; + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(-1.57) + * Quaternion::rotation_z(1.57); + + next.head.position = Vec3::new( + 0.0, + -2.0 + skeleton_attr.head.0 + slower * -1.0, + skeleton_attr.head.1, + ); + next.head.orientation = Quaternion::rotation_z(slower * 0.05) + * Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2)) + * Quaternion::rotation_y(slower * 0.05); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.position = Vec3::new(0.0, 0.0, 7.0); + next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15) + * Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26) + * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); + + next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7); + next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12) + * Quaternion::rotation_x(0.0 + slower * -0.06) + * Quaternion::rotation_y(slower * -0.05); + + next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7); + next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08) + * Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08) + * Quaternion::rotation_y(slower * -0.07); + + next.lantern.orientation = + Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); + next.hold.scale = Vec3::one() * 0.0; + + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + slower * 3.0 + slowersmooth * -6.0 - 2.0, + skeleton_attr.foot.2, + ); + next.l_foot.orientation = + Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + slower * 2.0 + slowersmooth * -4.0 - 1.0, + -2.0 + skeleton_attr.foot.2, + ); + next.r_foot.orientation = + Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0); + + next.control.scale = Vec3::one(); + next.control.position = Vec3::new(-7.0, 7.0, 1.0); + next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2); + next.control.scale = Vec3::one(); + + next.lantern.position = Vec3::new( + skeleton_attr.lantern.0, + skeleton_attr.lantern.1, + skeleton_attr.lantern.2, + ); + next.glider.position = Vec3::new(0.0, 0.0, 10.0); + next.glider.scale = Vec3::one() * 0.0; + next.l_control.scale = Vec3::one(); + next.r_control.scale = Vec3::one(); + + next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; + next.torso.orientation = Quaternion::rotation_z(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + */ + + + //next.lantern.position = Vec3::new( + // skeleton_attr.lantern.0, + // skeleton_attr.lantern.1, + // skeleton_attr.lantern.2, + //); + //next.glider.position = Vec3::new(0.0, 0.0, 10.0); + //next.glider.scale = Vec3::one() * 0.0; + //next.l_control.scale = Vec3::one(); + //next.r_control.scale = Vec3::one(); + + next.second.scale = match ( + active_tool_kind.map(|tk| tk.hands()), + second_tool_kind.map(|tk| tk.hands()), + ) { + (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(), + (_, _) => Vec3::zero(), + }; + + //next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; + //next.torso.orientation = Quaternion::rotation_z(0.0); + //next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + next + } +} diff --git a/voxygen/src/anim/src/character/mod.rs b/voxygen/src/anim/src/character/mod.rs index b6ef304af9..18751b0d62 100644 --- a/voxygen/src/anim/src/character/mod.rs +++ b/voxygen/src/anim/src/character/mod.rs @@ -3,6 +3,7 @@ pub mod beta; pub mod block; pub mod blockidle; pub mod charge; +pub mod chargeswing; pub mod climb; pub mod dance; pub mod dash; @@ -12,6 +13,7 @@ pub mod gliding; pub mod idle; pub mod jump; pub mod leapmelee; +pub mod repeater; pub mod roll; pub mod run; pub mod shoot; @@ -27,10 +29,10 @@ pub mod wield; // Reexports pub use self::{ alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation, - blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation, + blockidle::BlockIdleAnimation, charge::ChargeAnimation, chargeswing::ChargeswingAnimation, climb::ClimbAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation, - jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation, + jump::JumpAnimation, leapmelee::LeapAnimation, repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation, wield::WieldAnimation, diff --git a/voxygen/src/anim/src/character/repeater.rs b/voxygen/src/anim/src/character/repeater.rs new file mode 100644 index 0000000000..22e6500ff5 --- /dev/null +++ b/voxygen/src/anim/src/character/repeater.rs @@ -0,0 +1,318 @@ +use super::{ + super::{vek::*, Animation}, + CharacterSkeleton, SkeletonAttr, +}; +use common::{ + comp::item::{Hands, ToolKind}, + states::utils::StageSection, +}; +use std::f32::consts::PI; +pub struct RepeaterAnimation; + +impl Animation for RepeaterAnimation { + type Dependency = ( + Option, + Option, + Vec3, + f64, + Option, + ); + type Skeleton = CharacterSkeleton; + + #[cfg(feature = "use-dyn-lib")] + const UPDATE_FN: &'static [u8] = b"character_repeater\0"; + + #[cfg_attr(feature = "be-dyn-lib", export_name = "character_repeater")] + #[allow(clippy::approx_constant)] // TODO: Pending review in #587 + fn update_skeleton_inner( + skeleton: &Self::Skeleton, + (active_tool_kind, second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, + anim_time: f64, + rate: &mut f32, + skeleton_attr: &SkeletonAttr, + ) -> Self::Skeleton { + *rate = 1.0; + let mut next = (*skeleton).clone(); + + let lab = 1.0; + + // Spin stuff here + let foot = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) + .sqrt()) + * ((anim_time as f32 * lab as f32 * 10.32).sin()); + + let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); + + let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); + let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); + + // end spin stuff + + let movement = (anim_time as f32 * 1.0).min(1.0); + let fire = (anim_time as f32 * 18.0 * lab as f32).sin(); + + + if let Some(ToolKind::Bow(_)) = active_tool_kind { + next.l_hand.position = Vec3::new(2.0, 1.5, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.l_hand.scale = Vec3::one() * 1.05; + next.r_hand.position = Vec3::new(5.9, 4.5, -5.0); + next.r_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.r_hand.scale = Vec3::one() * 1.05; + next.main.position = Vec3::new(3.0, 2.0, -13.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.3) + * Quaternion::rotation_z(-0.6); + + next.hold.position = Vec3::new(1.2, -1.0, -5.2); + next.hold.orientation = Quaternion::rotation_x(-1.7) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(-0.1); + next.hold.scale = Vec3::one() * 1.0; + + next.control.position = Vec3::new(-7.0, 6.0, 6.0); + next.control.orientation = + Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0); + next.control.scale = Vec3::one(); + if let Some(stage_section) = stage_section { + match stage_section { + StageSection::Movement => { + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0+movement*-1.5-1.5, + skeleton_attr.foot.1+movement*4.0+4.0, + skeleton_attr.foot.2+movement*2.5+2.5, + ); + next.l_foot.orientation = + Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*0.3+0.3); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0+movement*1.5+1.5, + skeleton_attr.foot.1+movement*4.0+4.0, + skeleton_attr.foot.2+movement*2.5+2.5, + ); + next.r_foot.orientation = + Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*-0.3-0.3); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0+movement*4.0, + skeleton_attr.shorts.1+movement*1.0, + ); + next.shorts.orientation = + Quaternion::rotation_x(movement*0.6); + next.belt.position = Vec3::new( + 0.0, + skeleton_attr.belt.0+movement*2.0, + skeleton_attr.belt.1, + ); + next.belt.orientation = + Quaternion::rotation_x(movement*0.2); + next.control.position = Vec3::new(-7.0+movement*5.0, 6.0+movement*3.0, 6.0+movement*1.0); + next.control.orientation = + Quaternion::rotation_x(movement*0.4)*Quaternion::rotation_y(movement*0.8); + next.head.orientation = + Quaternion::rotation_y(movement*0.15); + next.torso.orientation = + Quaternion::rotation_x(movement*0.1) + }, + + StageSection::Buildup => { + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0-3.0, + skeleton_attr.foot.1+8.0, + skeleton_attr.foot.2+5.0, + ); + next.l_foot.orientation = + Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(0.6); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0+3.0, + skeleton_attr.foot.1+8.0, + skeleton_attr.foot.2+5.0, + ); + next.r_foot.orientation = + Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(-0.6); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0+4.0, + skeleton_attr.shorts.1+1.0, + ); + next.shorts.orientation = + Quaternion::rotation_x(0.6); + next.belt.position = Vec3::new( + 0.0, + skeleton_attr.belt.0+2.0, + skeleton_attr.belt.1, + ); + next.belt.orientation = + Quaternion::rotation_x(0.2); + next.control.position = Vec3::new(-2.0, 9.0, 7.0); + next.control.orientation = + Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8); + next.head.orientation = + Quaternion::rotation_y(0.15+movement*0.05); + next.torso.orientation = + Quaternion::rotation_x(0.1+movement*0.1); + }, + + StageSection::Shoot => { + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0-3.0, + skeleton_attr.foot.1+8.0, + skeleton_attr.foot.2+5.0, + ); + next.l_foot.orientation = + Quaternion::rotation_x(1.3)*Quaternion::rotation_z(0.6); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0+3.0, + skeleton_attr.foot.1+8.0, + skeleton_attr.foot.2+5.0, + ); + next.r_foot.orientation = + Quaternion::rotation_x(1.3)*Quaternion::rotation_z(-0.6); + next.shorts.position = Vec3::new( + 0.0, + skeleton_attr.shorts.0+4.0, + skeleton_attr.shorts.1+1.0, + ); + next.shorts.orientation = + Quaternion::rotation_x(0.6); + next.belt.position = Vec3::new( + 0.0, + skeleton_attr.belt.0+2.0, + skeleton_attr.belt.1, + ); + next.belt.orientation = + Quaternion::rotation_x(0.2); + next.control.position = Vec3::new(-2.0, 9.0, 7.0); + next.control.orientation = + Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8); + next.head.orientation = + Quaternion::rotation_y(0.2); + next.torso.orientation = + Quaternion::rotation_x(0.2+movement*0.15); + + + next.l_hand.position = Vec3::new(2.0+fire*-6.0-3.0, 1.5+fire*-6.0-3.0, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(1.20) + * Quaternion::rotation_y(-0.6) + * Quaternion::rotation_z(-0.3); + next.hold.scale = Vec3::one() * 0.0; + + }, + StageSection::Recover => { + }, + _ => {}, + } + } + } + + /* if let Some(ToolKind::Hammer(_)) = active_tool_kind { + next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0); + next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); + next.l_hand.scale = Vec3::one() * 1.08; + next.r_hand.position = Vec3::new(3.0, 0.0, 0.0); + next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.r_hand.scale = Vec3::one() * 1.06; + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(-1.57) + * Quaternion::rotation_z(1.57); + + next.head.position = Vec3::new( + 0.0, + -2.0 + skeleton_attr.head.0 + slower * -1.0, + skeleton_attr.head.1, + ); + next.head.orientation = Quaternion::rotation_z(slower * 0.05) + * Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2)) + * Quaternion::rotation_y(slower * 0.05); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.position = Vec3::new(0.0, 0.0, 7.0); + next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15) + * Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26) + * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); + + next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7); + next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12) + * Quaternion::rotation_x(0.0 + slower * -0.06) + * Quaternion::rotation_y(slower * -0.05); + + next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7); + next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08) + * Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08) + * Quaternion::rotation_y(slower * -0.07); + + next.lantern.orientation = + Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); + next.hold.scale = Vec3::one() * 0.0; + + next.l_foot.position = Vec3::new( + -skeleton_attr.foot.0, + slower * 3.0 + slowersmooth * -6.0 - 2.0, + skeleton_attr.foot.2, + ); + next.l_foot.orientation = + Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2); + + next.r_foot.position = Vec3::new( + skeleton_attr.foot.0, + slower * 2.0 + slowersmooth * -4.0 - 1.0, + -2.0 + skeleton_attr.foot.2, + ); + next.r_foot.orientation = + Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0); + + next.control.scale = Vec3::one(); + next.control.position = Vec3::new(-7.0, 7.0, 1.0); + next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2); + next.control.scale = Vec3::one(); + + next.lantern.position = Vec3::new( + skeleton_attr.lantern.0, + skeleton_attr.lantern.1, + skeleton_attr.lantern.2, + ); + next.glider.position = Vec3::new(0.0, 0.0, 10.0); + next.glider.scale = Vec3::one() * 0.0; + next.l_control.scale = Vec3::one(); + next.r_control.scale = Vec3::one(); + + next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; + next.torso.orientation = Quaternion::rotation_z(0.0); + next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + */ + + + //next.lantern.position = Vec3::new( + // skeleton_attr.lantern.0, + // skeleton_attr.lantern.1, + // skeleton_attr.lantern.2, + //); + //next.glider.position = Vec3::new(0.0, 0.0, 10.0); + //next.glider.scale = Vec3::one() * 0.0; + //next.l_control.scale = Vec3::one(); + //next.r_control.scale = Vec3::one(); + + next.second.scale = match ( + active_tool_kind.map(|tk| tk.hands()), + second_tool_kind.map(|tk| tk.hands()), + ) { + (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(), + (_, _) => Vec3::zero(), + }; + + //next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; + //next.torso.orientation = Quaternion::rotation_z(0.0); + //next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; + next + } +} diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index b516c56b47..062a977092 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -848,37 +848,38 @@ impl FigureMgr { ) } }, - CharacterState::ChargedMelee(data) => { - if data.exhausted { - anim::character::AlphaAnimation::update_skeleton( - &target_base, - ( - active_tool_kind, - second_tool_kind, - vel.0.magnitude(), - time, - None, - ), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } else { - anim::character::ChargeAnimation::update_skeleton( - &target_base, - ( - active_tool_kind, - second_tool_kind, - vel.0.magnitude(), - ori, - state.last_ori, - time, - ), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } + CharacterState::ChargedMelee(s) => { + let stage_time = s.timer.as_secs_f64(); + + let stage_progress = match s.stage_section { + StageSection::Charge => { + stage_time + / s.static_data.charge_duration.as_secs_f64() + }, + StageSection::Swing => { + stage_time + / s.static_data.swing_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + _ => 0.0, + _ => state.state_time, + }; + + anim::character::ChargeswingAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0, + time, + Some(s.stage_section), + ), + stage_progress, + &mut state_animation_rate, + skeleton_attr, + ) }, CharacterState::ChargedRanged(data) => { if data.exhausted { @@ -906,31 +907,42 @@ impl FigureMgr { ) } }, - CharacterState::RepeaterRanged(data) => { - if data.reps_remaining > 0 { - anim::character::ShootAnimation::update_skeleton( - &target_base, - (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } else { - anim::character::ChargeAnimation::update_skeleton( - &target_base, - ( - active_tool_kind, - second_tool_kind, - vel.0.magnitude(), - ori, - state.last_ori, - time, - ), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } + CharacterState::RepeaterRanged(s) => { + let stage_time = s.timer.as_secs_f64(); + + let stage_progress = match s.stage_section { + StageSection::Buildup => { + stage_time + / s.static_data.buildup_duration.as_secs_f64() + }, + StageSection::Movement => { + stage_time + / s.static_data.movement_duration.as_secs_f64() + }, + StageSection::Shoot => { + stage_time / s.static_data.shoot_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time + / s.static_data.recover_duration.as_secs_f64() + }, + _ => 0.0, + _ => state.state_time, + }; + + anim::character::RepeaterAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0, + time, + Some(s.stage_section), + ), + stage_progress, + &mut state_animation_rate, + skeleton_attr, + ) }, CharacterState::Sneak { .. } => { anim::character::SneakAnimation::update_skeleton(