convert humanoid anims, warnings

This commit is contained in:
jshipsey 2020-11-03 00:55:46 -05:00 committed by Robin Gilh
parent b47f42bad5
commit 3bb839da85
24 changed files with 268 additions and 413 deletions

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@ -24,7 +24,7 @@ impl Animation for AlphaAnimation {
#[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,
(active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -48,15 +48,6 @@ impl Animation for AlphaAnimation {
.sqrt())
* ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin());
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let push = anim_time as f32 * lab as f32 * 4.0;
let slow = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 9.0).sin());
let axe = (((1.0)
/ (0.05 + 0.95 * ((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());
let slower = (((1.0)
/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
@ -96,30 +87,6 @@ impl Animation for AlphaAnimation {
movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5,
);
},
Some(ToolKind::Axe(_)) => {
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.2);
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0);
next.upper_torso.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
next.lower_torso.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
next.control.orientation = Quaternion::rotation_x(1.6)
* Quaternion::rotation_y(-2.0 + axe * 0.5)
* Quaternion::rotation_z(PI * 0.4);
},
Some(ToolKind::Hammer(_)) => {
next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
next.hand_l.orientation =

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@ -43,8 +43,8 @@ impl Animation for BeamAnimation {
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.main.position = Vec3::new(0.0, 0.0, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0);
next.control.position = Vec3::new(-4.0, 7.0, 4.0);
next.control.orientation = Quaternion::rotation_x(-0.3)
@ -54,41 +54,39 @@ impl Animation for BeamAnimation {
match active_tool_kind {
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
next.control.position = Vec3::new(
-4.0 + movement1 * 16.0 + movement3 * -16.0,
7.0 + movement1 + (movement2 * 8.0).sin() * 2.0 + movement3 * -1.0,
4.0 + movement1 * 4.0 + movement3 * -4.0,
s_a.stc.0 + (movement1 * 16.0) * (1.0 - movement3),
s_a.stc.1 + (movement1 + (movement2 * 8.0).sin() * 2.0) * (1.0 - movement3),
s_a.stc.2 + (movement1 * 10.0) * (1.0 - movement3),
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -1.2 + movement3 * 1.2)
Quaternion::rotation_x(s_a.stc.3 + (movement1 * -1.2) * (1.0 - movement3))
* Quaternion::rotation_y(
0.15 + movement1 * -1.4
+ (movement2 * 16.0).sin() * 0.07
+ movement3 * 1.4,
s_a.stc.4
+ (movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07)
* (1.0 - movement3),
)
* Quaternion::rotation_z(
movement1 * -1.7
+ (movement2 * 8.0 + PI / 4.0).sin() * 0.3
+ movement3 * 1.7,
(movement1 * -1.7 + (movement2 * 8.0 + PI / 4.0).sin() * 0.3)
* (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
0.0 + movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5 + movement3,
0.0 + movement1 * -5.0
0.0 + (movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5) * (1.0 - movement3),
0.0 + (movement1 * -5.0
+ (movement2 * 8.0).sin() * -2.0
+ (movement2 * 16.0).sin() * -1.5
+ movement3 * 5.0,
-4.0 + movement1 * 19.0
+ (movement2 * 8.0 + PI / 2.0).sin() * 3.5
+ movement3 * -19.0,
+ (movement2 * 16.0).sin() * -1.5)
* (1.0 - movement3),
-4.0 + (movement1 * 19.0 + (movement2 * 8.0 + PI / 2.0).sin() * 3.5)
* (1.0 - movement3),
);
next.hand_l.orientation = Quaternion::rotation_x(1.57 + movement3 * -0.3)
* Quaternion::rotation_y(
movement1 * -1.1
+ (movement2 * 8.0 + PI / 2.0).sin() * -0.3
+ movement3 * 1.1,
)
* Quaternion::rotation_z(movement1 * -2.8 + movement3 * 2.8);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthr.3 + (movement1 * -0.3) * (1.0 - movement3))
* Quaternion::rotation_y(
(movement1 * -1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.3)
* (1.0 - movement3),
)
* Quaternion::rotation_z((movement1 * -2.8) * (1.0 - movement3));
if velocity < 0.5 {
next.head.orientation =

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@ -22,7 +22,7 @@ impl Animation for BetaAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -37,41 +37,32 @@ impl Animation for BetaAnimation {
_ => (0.0, 0.0, 0.0),
};
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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.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 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3),
s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.sc.2 + (-1.9 + movement1 * 2.5 * (1.0 - movement3)),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.sc.4
+ (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
)
* Quaternion::rotation_z(
s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3),
);
next.upper_torso.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - movement3))
* Quaternion::rotation_z(
(0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3));
},
_ => {},
}
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3),
s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.sc.2 + (-1.9 + movement1 * 2.5 * (1.0 - movement3)),
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
)
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3));
next.upper_torso.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - movement3))
* Quaternion::rotation_z(
(0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3));
next
}

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@ -3,7 +3,6 @@ use super::{
BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct ChargeAnimation;
@ -24,7 +23,7 @@ impl Animation for ChargeAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
(active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, _global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,

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@ -23,7 +23,7 @@ impl Animation for DashAnimation {
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _global_time, stage_section): Self::Dependency,
(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -115,11 +115,6 @@ impl Animation for DashAnimation {
next.foot_r.orientation = Quaternion::rotation_x(-0.6 + footrotr(movement2) * -0.6)
* Quaternion::rotation_z(-0.2);
},
Some(ToolKind::Dagger(_)) => {},
_ => {},
}
match second_tool_kind {
Some(ToolKind::Dagger(_)) => {},
_ => {},
}

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@ -42,8 +42,8 @@ impl Animation for EquipAnimation {
next.hand_r.position = Vec3::new(-5.0, -4.5, 14.0);
},
Some(ToolKind::Hammer(_)) => {
next.hand_l.position = Vec3::new(-5.0 - 10.0, -5.0, 13.0 - 10.0);
next.hand_r.position = Vec3::new(-3.0 - 10.0, -4.5, 10.0 - 10.0);
next.hand_l.position = Vec3::new(-5.0 - 10.0, -5.0, 3.0);
next.hand_r.position = Vec3::new(-3.0 - 10.0, -4.5, 0.0);
},
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
next.hand_l.position = Vec3::new(-3.0, -5.0, 8.0);

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@ -130,9 +130,6 @@ pub struct SkeletonAttr {
sthl: (f32, f32, f32, f32, f32, f32),
sthr: (f32, f32, f32, f32, f32, f32),
stc: (f32, f32, f32, f32, f32, f32),
ahl: (f32, f32, f32, f32, f32, f32),
ahr: (f32, f32, f32, f32, f32, f32),
ac: (f32, f32, f32, f32, f32, f32),
bhl: (f32, f32, f32, f32, f32, f32),
bhr: (f32, f32, f32, f32, f32, f32),
bc: (f32, f32, f32, f32, f32, f32),
@ -171,9 +168,6 @@ impl Default for SkeletonAttr {
sthl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
sthr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
stc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
ahl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
ahr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
ac: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
bhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
@ -336,19 +330,10 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(_, _) => (17.0, 7.5, 2.0, 1.57, 0.8, 0.0),
},
stc: match (body.species, body.body_type) {
(Ogre, Female) => (-18.0, 1.0, -2.0, -0.3, 0.15, 0.0),
(Ogre, Female) => (-10.0, 1.0, -18.0, -0.3, 0.15, 0.0),
(Occultsaurok, _) => (-10.0, 7.0, -22.0, -0.3, 0.15, 0.0),
(_, _) => (-18.0, 1.0, -2.0, -0.3, 0.15, 0.0),
},
ahl: match (body.species, body.body_type) {
(_, _) => (-0.5, -1.0, 7.0, 1.87, 0.0, 0.0),
},
ahr: match (body.species, body.body_type) {
(_, _) => (0.0, -1.0, 1.0, 4.34, 0.2, 0.0),
},
ac: match (body.species, body.body_type) {
(_, _) => (-8.0, 11.0, 3.0, 2.0, 0.0, 3.14),
},
bhl: match (body.species, body.body_type) {
(Slysaurok, _) => (-1.0, -12.0, 1.0, 1.57, 0.0, 0.0),
(_, _) => (3.0, 2.5, 0.0, 1.2, -0.6, -0.3),

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@ -7,16 +7,17 @@ use std::{f32::consts::PI, ops::Mul};
pub struct RunAnimation;
type RunAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
);
impl Animation for RunAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
);
type Dependency = RunAnimationDependency;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]

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@ -3,7 +3,6 @@ use super::{
BipedLargeSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShockwaveAnimation;

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@ -3,7 +3,6 @@ use super::{
BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct ShootAnimation;

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@ -31,7 +31,7 @@ impl Animation for SpinMeleeAnimation {
) -> Self::Skeleton {
*rate = 1.0;
let lab = 1.0;
let (movement1, movement2, movement3) = match stage_section {
let (_movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),

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@ -39,12 +39,14 @@ impl Animation for BeamAnimation {
_ => (0.0, 0.0, 0.0),
};
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.main.position = Vec3::new(0.0, 0.0, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthl.3) * Quaternion::rotation_y(s_a.sthl.4);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthl.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.control.position = Vec3::new(-4.0, 7.0, 4.0);
next.control.orientation = Quaternion::rotation_x(-0.3)
@ -54,41 +56,39 @@ impl Animation for BeamAnimation {
match active_tool_kind {
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
next.control.position = Vec3::new(
-4.0 + movement1 * 16.0 + movement3 * -16.0,
7.0 + movement1 + (movement2 * 8.0).sin() * 2.0 + movement3 * -1.0,
4.0 + movement1 * 4.0 + movement3 * -4.0,
s_a.stc.0 + (movement1 * 16.0) * (1.0 - movement3),
s_a.stc.1 + (movement1 + (movement2 * 8.0).sin() * 2.0) * (1.0 - movement3),
s_a.stc.2 + (movement1 * 10.0) * (1.0 - movement3),
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -1.2 + movement3 * 1.2)
Quaternion::rotation_x(s_a.stc.3 + (movement1 * -1.2) * (1.0 - movement3))
* Quaternion::rotation_y(
0.15 + movement1 * -1.4
+ (movement2 * 16.0).sin() * 0.07
+ movement3 * 1.4,
s_a.stc.4
+ (movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07)
* (1.0 - movement3),
)
* Quaternion::rotation_z(
movement1 * -1.7
+ (movement2 * 8.0 + PI / 4.0).sin() * 0.3
+ movement3 * 1.7,
(movement1 * -1.7 + (movement2 * 8.0 + PI / 4.0).sin() * 0.3)
* (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
0.0 + movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5 + movement3,
0.0 + movement1 * -5.0
0.0 + (movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5) * (1.0 - movement3),
0.0 + (movement1 * -5.0
+ (movement2 * 8.0).sin() * -2.0
+ (movement2 * 16.0).sin() * -1.5
+ movement3 * 5.0,
-4.0 + movement1 * 19.0
+ (movement2 * 8.0 + PI / 2.0).sin() * 3.5
+ movement3 * -19.0,
+ (movement2 * 16.0).sin() * -1.5)
* (1.0 - movement3),
-4.0 + (movement1 * 19.0 + (movement2 * 8.0 + PI / 2.0).sin() * 3.5)
* (1.0 - movement3),
);
next.hand_l.orientation = Quaternion::rotation_x(1.57 + movement3 * -0.3)
* Quaternion::rotation_y(
movement1 * -1.1
+ (movement2 * 8.0 + PI / 2.0).sin() * -0.3
+ movement3 * 1.1,
)
* Quaternion::rotation_z(movement1 * -2.8 + movement3 * 2.8);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthr.3 + (movement1 * -0.3) * (1.0 - movement3))
* Quaternion::rotation_y(
(movement1 * -1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.3)
* (1.0 - movement3),
)
* Quaternion::rotation_z((movement1 * -2.8) * (1.0 - movement3));
if velocity < 0.5 {
next.head.orientation =

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@ -22,7 +22,7 @@ impl Animation for BetaAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -37,41 +37,32 @@ impl Animation for BetaAnimation {
_ => (0.0, 0.0, 0.0),
};
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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.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 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3),
s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.sc.2 + (-1.9 + movement1 * 2.5 * (1.0 - movement3)),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.sc.4
+ (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
)
* Quaternion::rotation_z(
s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3),
);
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - movement3))
* Quaternion::rotation_z(
(0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3));
},
_ => {},
}
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3),
s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.sc.2 + (-1.9 + movement1 * 2.5 * (1.0 - movement3)),
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
)
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3));
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - movement3))
* Quaternion::rotation_z(
(0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3));
next
}

View File

@ -16,7 +16,7 @@ impl Animation for BlockAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _global_time): Self::Dependency,
(_active_tool_kind, _second_tool_kind, _global_time): Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
@ -26,19 +26,12 @@ impl Animation for BlockAnimation {
next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + 19.5);
next.head.orientation = Quaternion::rotation_x(-0.25);
match active_tool_kind {
Some(ToolKind::Shield(_)) => {
next.hand_l.position =
Vec3::new(s_a.hand.0 - 6.0, s_a.hand.1 + 3.5, s_a.hand.2 + 0.0);
next.hand_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position =
Vec3::new(s_a.hand.0 - 6.0, s_a.hand.1 + 3.0, s_a.hand.2 - 2.0);
next.hand_r.orientation = Quaternion::rotation_x(-0.3);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(-0.3);
},
_ => {},
}
next.hand_l.position = Vec3::new(s_a.hand.0 - 6.0, s_a.hand.1 + 3.5, s_a.hand.2 + 0.0);
next.hand_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position = Vec3::new(s_a.hand.0 - 6.0, s_a.hand.1 + 3.0, s_a.hand.2 - 2.0);
next.hand_r.orientation = Quaternion::rotation_x(-0.3);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(-0.3);
next.torso.position = Vec3::new(0.0, -0.2, 0.1) * s_a.scaler;

View File

@ -3,7 +3,6 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ChargeswingAnimation;
impl Animation for ChargeswingAnimation {
@ -23,14 +22,13 @@ impl Animation for ChargeswingAnimation {
#[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,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let lab = 1.0;
@ -40,27 +38,6 @@ impl Animation for ChargeswingAnimation {
* ((anim_time as f32 * lab as f32 * 8.0).sin());
// end spin stuff
let movement = anim_time as f32 * 1.0;
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());
let (movement1, movement2, movement3, tension) = match stage_section {
Some(StageSection::Charge) => (
(anim_time as f32).min(1.0),
@ -109,48 +86,6 @@ impl Animation for ChargeswingAnimation {
next.head.orientation =
Quaternion::rotation_z((movement1 * -1.5 + movement2 * 2.2) * (1.0 - movement3));
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Charge => {
/*if speed > 0.5 {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * -2.5 - 3.5,
s_a.foot.2 + ((footvertl * -1.2).max(-1.0)),
);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * -2.5 + 6.0,
s_a.foot.2 + ((footvertr * -1.2).max(-1.0)),
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.4 + footrotl * -0.2)
* Quaternion::rotation_z((movement * 0.5).min(0.5));
next.foot_r.orientation =
Quaternion::rotation_x(-0.4 + footrotr * -0.2)
* Quaternion::rotation_z((movement * 0.5).min(0.5));
} else {
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + 7.0, s_a.foot.2);
next.foot_l.orientation =
Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(0.5);
next.foot_r.orientation =
Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.5);
};
*/
},
_ => {},
}
}
}
next
}

View File

@ -5,9 +5,6 @@ use super::{
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct Input {
pub attack: bool,
}
pub struct DashAnimation;
impl Animation for DashAnimation {
@ -26,7 +23,7 @@ impl Animation for DashAnimation {
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _global_time, stage_section): Self::Dependency,
(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -34,11 +31,11 @@ impl Animation for DashAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3, _movement4) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
let (movement1, movement2, movement3, movement4) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time as f32),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, (anim_time as f32).powf(4.0)),
_ => (0.0, 0.0, 0.0, 0.0),
};
@ -83,33 +80,42 @@ impl Animation for DashAnimation {
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + movement1 * -5.0 + movement3 * -2.0,
s_a.sc.1 + movement2.min(1.0) * -2.0,
s_a.sc.2 + movement2.min(1.0) * 2.0,
s_a.sc.0 + (movement1 * -5.0 + movement3 * -2.0) * (1.0 - movement4),
s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4),
s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4),
);
next.control.orientation = Quaternion::rotation_x(
s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4),
) * Quaternion::rotation_y(
s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + movement1 * -1.0 + movement3 * -0.5)
* Quaternion::rotation_y(s_a.sc.4 + movement1 * 1.5 + movement3 * -2.5);
next.head.position =
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
next.head.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6);
next.head.orientation =
Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
* (1.0 - movement4)
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6)
* (1.0 - movement4);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + 2.0 + shortalt(movement2) * -2.5,
s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4),
);
next.chest.orientation = Quaternion::rotation_x(
(movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4),
) * Quaternion::rotation_y(
(movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4),
) * Quaternion::rotation_z(
(movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4),
);
next.chest.orientation =
Quaternion::rotation_x(movement2.min(1.0) * -0.4 + movement3 * 0.4)
* Quaternion::rotation_y(movement2.min(1.0) * -0.2 + movement3 * 0.3)
* Quaternion::rotation_z(movement1 * 1.1 + movement3 * -2.2);
next.shorts.orientation = Quaternion::rotation_z(short(movement2).min(1.0) * 0.25);
next.shorts.orientation =
Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4));
next.belt.orientation = Quaternion::rotation_z(short(movement2).min(1.0) * 0.1);
next.belt.orientation =
Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4));
next.foot_l.position = Vec3::new(
-s_a.foot.0,
@ -129,9 +135,6 @@ impl Animation for DashAnimation {
},
_ => {},
}
match second_tool_kind {
_ => {},
}
next.lantern.orientation = Quaternion::rotation_x(slow(anim_time as f32) * -0.7 + 0.4)
* Quaternion::rotation_y(slow(anim_time as f32) * 0.4);

View File

@ -36,10 +36,10 @@ impl Animation for GlideWieldAnimation {
*rate = 1.0;
next.hand_l.position = Vec3::new(-2.0 - s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
next.hand_l.orientation = Quaternion::rotation_x(3.35);
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
next.hand_r.position = Vec3::new(2.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
next.hand_r.orientation = Quaternion::rotation_x(3.35);
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
next.glider.scale = Vec3::one() * 1.0;
if speed > 0.5 {

View File

@ -86,10 +86,12 @@ impl Animation for GlidingAnimation {
next.shorts.orientation = Quaternion::rotation_z(slowa * 0.12 + tilt * tiltcancel * 16.0);
next.hand_l.position = Vec3::new(-9.5, -3.0, 10.0);
next.hand_l.orientation = Quaternion::rotation_x(-2.7 + slowa * -0.1);
next.hand_l.orientation =
Quaternion::rotation_x(-2.7 + slowa * -0.1) * Quaternion::rotation_y(0.2);
next.hand_r.position = Vec3::new(9.5, -3.0, 10.0);
next.hand_r.orientation = Quaternion::rotation_x(-2.7 + slowa * -0.10);
next.hand_r.orientation =
Quaternion::rotation_x(-2.7 + slowa * -0.10) * Quaternion::rotation_y(-0.2);
next.foot_l.position = Vec3::new(
-s_a.foot.0,

View File

@ -33,47 +33,46 @@ impl Animation for LeapAnimation {
let (movement1, movement2, movement3, movement4) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
Some(StageSection::Movement) => (1.0, (anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0, 0.0),
};
if let Some(ToolKind::Hammer(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.04;
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
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.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.control.position = Vec3::new(
6.0 + movement1 * -10.0,
7.0 + movement2 * 5.0 + movement3 * 5.0,
1.0 + movement2 * 5.0 + movement3 * -7.0,
s_a.hc.0 + movement2 * -10.0 + movement3 * 6.0,
s_a.hc.1 + movement2 * 5.0 + movement3 * 7.0,
s_a.hc.2 + movement2 * 5.0 + movement3 * -10.0,
);
next.control.orientation = Quaternion::rotation_x(0.3 + movement3 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.5 + movement3 * 0.5);
next.chest.orientation = Quaternion::rotation_x(
movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
next.control.orientation =
Quaternion::rotation_x(s_a.hc.3 + movement2 * 1.57 + movement3 * -2.3)
* Quaternion::rotation_y(s_a.hc.4 + movement2 * 1.3)
* Quaternion::rotation_z(s_a.hc.5 + movement2 * -1.0 + movement3 * 0.5);
next.chest.orientation =
Quaternion::rotation_x(
movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
* Quaternion::rotation_y(0.0 + movement2 * -0.1)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
//next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 - 5.0 + movement3 * 13.0,
s_a.foot.2 + movement3 * -5.0,
s_a.foot.1 + movement3 * 13.0,
s_a.foot.2 + movement3 * -2.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
@ -84,32 +83,30 @@ impl Animation for LeapAnimation {
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
next.control.orientation = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
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);
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);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.control.position = Vec3::new(
-3.0 + movement1 * 3.0,
11.0 + movement1 * 1.0 + movement3 * 3.0,
3.0 + movement1 * 12.0 + movement3 * -15.0,
s_a.ac.0 + movement1 * 8.0,
s_a.ac.1 + movement1 * 4.0 + movement3 * 3.0,
s_a.ac.2 + movement1 * 6.0 + movement2 * 1.0 + movement3 * -14.0,
);
next.control.orientation = Quaternion::rotation_x(
1.8 + movement1 * -1.0 + movement2 * -0.5 + movement3 * -1.0,
) * Quaternion::rotation_y(-0.5 + movement1 * 0.5)
* Quaternion::rotation_z(PI + 0.2 - movement1 * 0.2);
s_a.ac.3 + movement1 * -2.0 + movement2 * 0.7 + movement3 * -2.3
) * Quaternion::rotation_y(s_a.ac.4)// + movement1 * 0.5)
* Quaternion::rotation_z(s_a.ac.5+movement1*PI); // - movement1 * 0.2);
next.torso.orientation = Quaternion::rotation_x(
-0.3 + movement2 * -1.8 * PI + movement3 * -0.2 * PI + movement4 * -0.1 * PI,
-0.3 + movement2 * -1.6 * PI
+ movement2 * -0.3
+ movement3 * -0.2 * PI
+ movement4 * -0.1 * PI,
) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
@ -117,25 +114,26 @@ impl Animation for LeapAnimation {
Quaternion::rotation_x(0.0 + movement1 * -0.4 + movement2 * 0.4 + movement3 * 0.2);
next.foot_l.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + movement2 * 4.0 + movement3 * -8.0,
s_a.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
-s_a.foot.0,
s_a.foot.1 + movement2 * 4.0 + movement3 * -1.0,
s_a.foot.2,
);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + movement2 * 4.0 + movement3 * -8.0,
s_a.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
s_a.foot.2 + movement3 * -3.0,
);
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
next.foot_l.orientation =
Quaternion::rotation_x(movement1 * 0.9 - movement2 * 1.0 + movement3 * 1.8);
next.foot_r.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.22 + movement2 * 0.1);
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.3 + movement2 * 0.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - 8.0);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
}
next

View File

@ -42,6 +42,7 @@ pub use self::{
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
use common::comp;
use core::convert::TryFrom;
use std::f32::consts::PI;
pub type Body = comp::humanoid::Body;
@ -277,13 +278,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(_, _) => (-5.0, 5.0, -1.0, -0.3, 0.15, 0.0),
},
ahl: match (body.species, body.body_type) {
(_, _) => (-0.5, -1.0, 7.0, 1.87, 0.0, 0.0),
(_, _) => (-0.5, -1.0, 7.0, 1.17, PI, 0.0),
},
ahr: match (body.species, body.body_type) {
(_, _) => (0.0, -1.0, 1.0, 4.34, 0.2, 0.0),
(_, _) => (0.0, -1.0, 1.0, -2.0, 0.0, PI),
},
ac: match (body.species, body.body_type) {
(_, _) => (-8.0, 11.0, 3.0, 2.0, 0.0, 3.14),
(_, _) => (-8.0, 11.0, 3.0, 2.0, 0.0, 0.0),
},
bhl: match (body.species, body.body_type) {
(_, _) => (0.0, -4.0, 1.0, 1.57, 0.0, 0.0),

View File

@ -43,27 +43,16 @@ impl Animation for RepeaterAnimation {
fn fire(x: f32) -> f32 { (x * 18.0).sin() }
if let Some(ToolKind::Bow(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
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.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
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.hold.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_z(-0.1);
next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement3);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + movement1 * -0.75 - 0.75,
@ -91,12 +80,13 @@ impl Animation for RepeaterAnimation {
next.belt.position = Vec3::new(0.0, s_a.belt.0 + movement1 * 2.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.2);
next.control.position = Vec3::new(
-7.0 + movement1 * 5.0,
6.0 + movement1 * 3.0,
6.0 + movement1 * 1.0,
s_a.bc.0 + movement1 * 5.0,
s_a.bc.1 + movement1 * 3.0,
s_a.bc.2 + movement1 * 1.0,
);
next.control.orientation =
Quaternion::rotation_x(movement1 * 0.4) * Quaternion::rotation_y(movement1 * 0.8);
next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + movement1 * 0.4)
* Quaternion::rotation_y(s_a.bc.4 + movement1 * 0.8)
* Quaternion::rotation_z(s_a.bc.5);
next.head.orientation = Quaternion::rotation_y(movement1 * 0.15 + movement2 * 0.05);
next.torso.orientation =
Quaternion::rotation_x(movement1 * 0.1 + movement2 * 0.1 + movement3 * 0.15);

View File

@ -3,7 +3,6 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct Input {
pub attack: bool,
@ -44,46 +43,49 @@ impl Animation for ShockwaveAnimation {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.main.position = Vec3::new(0.0, 0.0, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthl.3) * Quaternion::rotation_y(s_a.sthl.4);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.control.position = Vec3::new(-4.0, 7.0, 4.0);
next.control.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.15);
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4);
let twist = movement1 * 0.8;
next.control.position = Vec3::new(
-4.0 + movement1 * 5.0 + movement3 * -5.0,
7.0 + movement1 * 3.0 + movement3 * -3.0,
4.0 + movement1 * 10.0 + movement2 * -2.0 + movement3 * -8.0,
s_a.stc.0 + (movement1 * 5.0) * (1.0 - movement3),
s_a.stc.1 + (movement1 * 5.0) * (1.0 - movement3),
s_a.stc.2 + (movement1 * 10.0 + movement2 * -10.0) * (1.0 - movement3),
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * 0.8 + movement2 * 0.3 + movement3 * -1.1)
Quaternion::rotation_x(s_a.stc.3 + (movement1 * 0.8) * (1.0 - movement3))
* Quaternion::rotation_y(
0.15 + movement1 * -0.15 + movement2 * 0.3 + movement3 * -0.45,
s_a.stc.4 + (movement1 * -0.15 + movement2 * -0.15) * (1.0 - movement3),
)
* Quaternion::rotation_z(movement1 * 0.8 + movement2 * -0.8);
* Quaternion::rotation_z((movement1 * 0.8 + movement2 * -0.8) * (1.0 - movement3));
next.head.orientation = Quaternion::rotation_x(movement1 * 0.4 + movement3 * -0.4)
* Quaternion::rotation_z(twist * 0.2 + movement2 * -0.8 + movement3 * 0.6);
next.head.orientation = Quaternion::rotation_x((movement1 * 0.4) * (1.0 - movement3))
* Quaternion::rotation_z((twist * 0.2 + movement2 * -0.8) * (1.0 - movement3));
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + movement1 * 2.0 + movement2 * -4.0 + movement3 * 2.0,
s_a.chest.1 + (movement1 * 2.0 + movement2 * -4.0) * (1.0 - movement3),
);
next.chest.orientation = Quaternion::rotation_x(movement2 * -0.8 + movement3 * 0.8)
* Quaternion::rotation_z(twist * -0.2 + movement2 * -0.1 + movement3 * 0.3);
next.chest.orientation = Quaternion::rotation_x((movement2 * -0.8) * (1.0 - movement3))
* Quaternion::rotation_z(twist * -0.2 + movement2 * -0.1 + (1.0 - movement3));
next.belt.orientation = Quaternion::rotation_x(movement2 * 0.2 + movement3 * -0.2)
* Quaternion::rotation_z(twist * 0.6 + movement2 * -0.48);
next.belt.orientation = Quaternion::rotation_x((movement2 * 0.2) * (1.0 - movement3))
* Quaternion::rotation_z((twist * 0.6 + movement2 * -0.48) * (1.0 - movement3));
next.shorts.orientation = Quaternion::rotation_x(movement2 * 0.3 + movement3 * -0.3)
* Quaternion::rotation_z(twist + movement2 * -0.8);
next.shorts.orientation = Quaternion::rotation_x((movement2 * 0.3) * (1.0 - movement3))
* Quaternion::rotation_z((twist + movement2 * -0.8) * (1.0 - movement3));
if velocity < 0.5 {
next.foot_l.position = Vec3::new(

View File

@ -73,16 +73,20 @@ impl Animation for SpinMeleeAnimation {
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, s_a.sc.1, s_a.sc.2);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + movement1 * 2.0);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 - PI / 2.0 + movement3 * PI / 2.0)
* Quaternion::rotation_z(s_a.sc.5 - PI / 2.0 + movement3 * PI / 2.0);
Quaternion::rotation_x(s_a.sc.3 + movement1 * -PI / 2.5 + movement3 * PI / 2.0)
* Quaternion::rotation_z(
s_a.sc.5 + movement1 * -PI / 2.0 + movement3 * PI / 2.0,
);
next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_y(0.3 + movement3 * -0.3);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * -2.0);
next.chest.orientation = Quaternion::rotation_x(movement1 * -0.3)
* Quaternion::rotation_y(movement1 * 0.15 + movement3 * -0.15);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(-0.15 + movement3 * 0.15);
next.head.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement3 * 0.15)
* Quaternion::rotation_z(movement2 * 0.8 + movement3 * -0.6);
next.belt.orientation = Quaternion::rotation_x(0.1);
next.shorts.orientation = Quaternion::rotation_x(0.2);
},

View File

@ -155,9 +155,11 @@ impl Animation for WieldAnimation {
} else {
}
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);
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.ac.3);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)