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anim basics
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voxygen/anim/src/character/collect.rs
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90
voxygen/anim/src/character/collect.rs
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@ -0,0 +1,90 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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use std::f32::consts::PI;
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pub struct CollectAnimation;
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impl Animation for CollectAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (Vec3<f32>, f32, Option<StageSection>, Vec3<i32>);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_collect\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_collect")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(position, _global_time, stage_section, sprite_pos): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (movement1, move2, move2alt, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => (
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1.0,
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(anim_time * 12.0).sin(),
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(anim_time * 9.0 + PI / 2.0).sin(),
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0.0,
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),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = movement1 * pullback;
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println!("{} pos z", position.z);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move2 * 0.15);
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next.chest.orientation = Quaternion::rotation_x(move1 * -1.0 + move2alt * 0.015);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1 + move1 * -0.0);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.2);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * -0.0);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 + move1 * 4.0 - move2alt * 1.0,
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s_a.hand.1 + move1 * 8.0 + move2 * 1.0,
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s_a.hand.2 + move1 * 5.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.9)
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* Quaternion::rotation_y(move1 * -0.3 + move2alt * -0.2);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + move1 * -4.0 - move2 * 1.0,
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s_a.hand.1 + move1 * 8.0 + move2alt * -1.0,
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s_a.hand.2 + move1 * 5.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(move1 * 1.9) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.3);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -4.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next
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}
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}
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@ -4,6 +4,7 @@ pub mod beta;
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pub mod block;
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pub mod chargeswing;
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pub mod climb;
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pub mod collect;
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pub mod consume;
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pub mod dance;
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pub mod dash;
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@ -34,8 +35,8 @@ pub mod wield;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
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chargeswing::ChargeswingAnimation, climb::ClimbAnimation, consume::ConsumeAnimation,
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dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
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chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
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consume::ConsumeAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
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glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
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jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation,
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repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
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@ -1133,6 +1133,27 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SpriteInteract(s) => {
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let stage_time = s.timer.as_secs_f32();
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let sprite_pos = s.static_data.sprite_pos;
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => s.timer.as_secs_f32(),
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::character::CollectAnimation::update_skeleton(
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&target_base,
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(pos.0, time, Some(s.stage_section), sprite_pos),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::Boost(_) => {
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anim::character::AlphaAnimation::update_skeleton(
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&target_base,
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