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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added support for different swings in the combo melee having differnt fractions of time buildup duration is split.
This commit is contained in:
parent
2451a64b97
commit
2ba9d1e54f
@ -129,6 +129,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(10),
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base_recover_duration: Duration::from_millis(10),
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swing_frac: 0.5,
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},
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combo_melee::Stage {
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stage: 2,
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@ -140,6 +141,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(1000),
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base_recover_duration: Duration::from_millis(400),
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swing_frac: 0.6,
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},
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combo_melee::Stage {
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stage: 3,
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@ -151,6 +153,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(10),
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base_recover_duration: Duration::from_millis(10),
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swing_frac: 0.5,
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},
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],
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initial_energy_gain: 0,
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@ -178,6 +181,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(150),
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base_recover_duration: Duration::from_millis(100),
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swing_frac: 0.5,
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},
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combo_melee::Stage {
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stage: 2,
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@ -189,6 +193,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(150),
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base_recover_duration: Duration::from_millis(100),
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swing_frac: 0.6,
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},
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combo_melee::Stage {
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stage: 3,
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@ -200,6 +205,7 @@ impl Tool {
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(150),
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base_recover_duration: Duration::from_millis(100),
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swing_frac: 0.5,
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},
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],
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initial_energy_gain: 0,
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@ -26,6 +26,8 @@ pub struct Stage {
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pub base_buildup_duration: Duration,
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/// Initial recover duration of stage (how long until character exits state)
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pub base_recover_duration: Duration,
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/// Determines what portion of the buildup duration is a swing. Used for animation purposes.
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pub swing_frac: f64,
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}
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/// Determines whether state is in buildup, swing, recover, or combo
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@ -11,7 +11,7 @@ use std::f32::consts::PI;
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pub struct AlphaAnimation;
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impl Animation for AlphaAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -21,7 +21,7 @@ impl Animation for AlphaAnimation {
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, _global_time): Self::Dependency,
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(active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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@ -67,70 +67,72 @@ impl Animation for AlphaAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.25)
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* Quaternion::rotation_x(0.0 + slow * 0.15)
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* Quaternion::rotation_y(slow * -0.15);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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if let Some(stage_section) = stage_section {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.25)
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* Quaternion::rotation_x(0.0 + slow * 0.15)
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* Quaternion::rotation_y(slow * -0.15);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.4)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(slow * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.4)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(slow * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.position = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.orientation = next.chest.orientation * -0.3;
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next.belt.position = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.orientation = next.chest.orientation * -0.3;
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next.shorts.position =
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Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.orientation = next.chest.orientation * -0.45;
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next.shorts.position =
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Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.orientation = next.chest.orientation * -0.45;
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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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(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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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(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
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* Quaternion::rotation_y(slow * -1.3)
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* Quaternion::rotation_z(1.4 + slow * -0.5);
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next.control.scale = Vec3::one();
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next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
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* Quaternion::rotation_y(slow * -1.3)
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* Quaternion::rotation_z(1.4 + slow * -0.5);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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slow * -3.0 + quick * 3.0 - 4.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(slow * 0.6)
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* Quaternion::rotation_y((slow * -0.2).max(0.0));
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next.l_foot.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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slow * -3.0 + quick * 3.0 - 4.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(slow * 0.6)
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* Quaternion::rotation_y((slow * -0.2).max(0.0));
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next.l_foot.scale = Vec3::one();
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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slow * 3.0 + quick * -3.0 + 5.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation = Quaternion::rotation_x(slow * -0.6)
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* Quaternion::rotation_y((slow * 0.2).min(0.0));
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next.r_foot.scale = Vec3::one();
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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slow * 3.0 + quick * -3.0 + 5.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation = Quaternion::rotation_x(slow * -0.6)
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* Quaternion::rotation_y((slow * 0.2).min(0.0));
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next.r_foot.scale = Vec3::one();
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next.lantern.orientation =
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Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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next.lantern.orientation =
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Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.position =
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@ -2,12 +2,15 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use common::{
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comp::item::{Hands, ToolKind},
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states::combo_melee::StageSection,
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};
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pub struct BetaAnimation;
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impl Animation for BetaAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -16,7 +19,7 @@ impl Animation for BetaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, _velocity, _global_time): Self::Dependency,
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(active_tool_kind, second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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@ -43,62 +46,215 @@ impl Animation for BetaAnimation {
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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if let Some(
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ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Sword(_) | ToolKind::Dagger(_),
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) = active_tool_kind
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{
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//INTENTION: SWORD
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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match active_tool_kind {
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Some(ToolKind::Sword(_)) => {
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if let Some(stage_section) = stage_section {
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.04);
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.04);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
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next.r_foot.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.r_foot.orientation =
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Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.r_foot.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.r_foot.orientation =
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Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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},
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Some(ToolKind::Hammer(_)) => {
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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|
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next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
|
||||
* Quaternion::rotation_x(slow * 0.2)
|
||||
* Quaternion::rotation_y(slow * -0.1);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.04);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.05);
|
||||
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
|
||||
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.4)
|
||||
* Quaternion::rotation_y(slow * 2.0 + 0.7)
|
||||
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
|
||||
next.control.scale = Vec3::one();
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
footquick * -9.5,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.r_foot.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
|
||||
* Quaternion::rotation_x(-0.1 + slow * -0.28)
|
||||
* Quaternion::rotation_y(0.2 + slow * 0.18);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
|
||||
* Quaternion::rotation_x(slow * 0.2)
|
||||
* Quaternion::rotation_y(slow * -0.1);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.04);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.05);
|
||||
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
|
||||
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.4)
|
||||
* Quaternion::rotation_y(slow * 2.0 + 0.7)
|
||||
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
|
||||
next.control.scale = Vec3::one();
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
footquick * -9.5,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.r_foot.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
_ => {
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
|
||||
* Quaternion::rotation_x(-0.1 + slow * -0.28)
|
||||
* Quaternion::rotation_y(0.2 + slow * 0.18);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
|
||||
* Quaternion::rotation_x(slow * 0.2)
|
||||
* Quaternion::rotation_y(slow * -0.1);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.04);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.05);
|
||||
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
|
||||
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.4)
|
||||
* Quaternion::rotation_y(slow * 2.0 + 0.7)
|
||||
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
|
||||
next.control.scale = Vec3::one();
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
footquick * -9.5,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.r_foot.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
next.l_shoulder.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
|
@ -14,7 +14,7 @@ pub struct Input {
|
||||
pub struct SpinAnimation;
|
||||
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64, StageSection);
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64, Option<StageSection>);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -62,59 +62,61 @@ impl Animation for SpinAnimation {
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
//println!("{:.3} build", anim_time);
|
||||
next.control.position = Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(2.8)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(build * 0.05 + movement * -0.6);
|
||||
next.belt.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
//println!("{:.3} build", anim_time);
|
||||
next.control.position = Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(2.8)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(build * 0.05 + movement * -0.6);
|
||||
next.belt.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
//println!("{:.3} swing", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
7.0 + movement * -8.0,
|
||||
11.0 + test * 3.0,
|
||||
2.0 + test * 3.5 + movement * 3.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.57 + movement * -0.6 + test * -0.25)
|
||||
* Quaternion::rotation_y(2.8 + movement * -2.0)
|
||||
* Quaternion::rotation_z(1.0 + movement * 1.0);
|
||||
next.head.orientation = Quaternion::rotation_z(-test * 0.8);
|
||||
next.chest.orientation = Quaternion::rotation_x(test * 0.15)
|
||||
* Quaternion::rotation_y(movement * 0.3)
|
||||
* Quaternion::rotation_z(movement * 1.5);
|
||||
next.belt.orientation = Quaternion::rotation_z(test2 * 0.5);
|
||||
next.shorts.orientation = Quaternion::rotation_z(test2 * 1.5);
|
||||
next.torso.orientation = Quaternion::rotation_z(test2 * 7.2);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
-8.0,
|
||||
11.0 - recover * 0.8 + movement * -10.0,
|
||||
6.0 - recover * 0.4 + movement * -4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * -0.1);
|
||||
},
|
||||
StageSection::Combo => {
|
||||
//println!("{:.3} combo", anim_time);
|
||||
},
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
//println!("{:.3} swing", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
7.0 + movement * -8.0,
|
||||
11.0 + test * 3.0,
|
||||
2.0 + test * 3.5 + movement * 3.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.57 + movement * -0.6 + test * -0.25)
|
||||
* Quaternion::rotation_y(2.8 + movement * -2.0)
|
||||
* Quaternion::rotation_z(1.0 + movement * 1.0);
|
||||
next.head.orientation = Quaternion::rotation_z(-test * 0.8);
|
||||
next.chest.orientation = Quaternion::rotation_x(test * 0.15)
|
||||
* Quaternion::rotation_y(movement * 0.3)
|
||||
* Quaternion::rotation_z(movement * 1.5);
|
||||
next.belt.orientation = Quaternion::rotation_z(test2 * 0.5);
|
||||
next.shorts.orientation = Quaternion::rotation_z(test2 * 1.5);
|
||||
next.torso.orientation = Quaternion::rotation_z(test2 * 7.2);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
-8.0,
|
||||
11.0 - recover * 0.8 + movement * -10.0,
|
||||
6.0 - recover * 0.4 + movement * -4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * -0.1);
|
||||
},
|
||||
StageSection::Combo => {
|
||||
//println!("{:.3} combo", anim_time);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
// println!("{:?}", stage_progress),
|
||||
|
@ -809,7 +809,7 @@ impl FigureMgr {
|
||||
CharacterState::BasicMelee(_) => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -879,7 +879,7 @@ impl FigureMgr {
|
||||
CharacterState::Boost(_) => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -915,19 +915,18 @@ impl FigureMgr {
|
||||
CharacterState::ComboMelee(s) => {
|
||||
let stage_index = (s.stage - 1) as usize;
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
let swing_frac = 0.6; // What percentage of buildup is swing animation
|
||||
let mut stage_section = s.stage_section;
|
||||
let mut stage_section = Some(s.stage_section);
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
let buildup_progress = stage_time
|
||||
/ s.stage_data[stage_index]
|
||||
.base_buildup_duration
|
||||
.as_secs_f64();
|
||||
if buildup_progress < swing_frac {
|
||||
buildup_progress / (1.0 - swing_frac)
|
||||
if buildup_progress < s.stage_data[stage_index].swing_frac {
|
||||
buildup_progress / (1.0 - s.stage_data[stage_index].swing_frac)
|
||||
} else {
|
||||
stage_section = StageSection::Swing;
|
||||
(buildup_progress - (1.0 - swing_frac)) / swing_frac
|
||||
stage_section = Some(StageSection::Swing);
|
||||
(buildup_progress - (1.0 - s.stage_data[stage_index].swing_frac)) / s.stage_data[stage_index].swing_frac
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
@ -942,7 +941,7 @@ impl FigureMgr {
|
||||
match s.stage {
|
||||
1 => anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, stage_section),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -956,7 +955,7 @@ impl FigureMgr {
|
||||
),
|
||||
_ => anim::character::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, stage_section),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
Loading…
Reference in New Issue
Block a user