spins, combos

This commit is contained in:
jshipsey 2021-04-12 01:29:51 -04:00
parent 97528b7954
commit 42460f7e65
11 changed files with 420 additions and 254 deletions

View File

@ -3,7 +3,7 @@ SpinMelee(
swing_duration: 0.6,
recover_duration: 0.2,
base_damage: 70,
base_poise_damage: 55,
base_poise_damage: 25,
knockback: ( strength: 0.0, direction: Away),
range: 3.5,
damage_effect: None,

View File

@ -47,12 +47,15 @@ impl Animation for AlphaAnimation {
let (move1, move2, move3, move2h) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0, anim_time.powf(0.25)),
Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), /* hmm maybe don' */
// t complete the
// recovery?
_ => (0.0, 0.0, 0.0, 0.0),
};
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
@ -64,28 +67,22 @@ impl Animation for AlphaAnimation {
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(move1 * 1.5 + (move2 * 1.75).sin() * -3.0 + move3 * 0.5);
Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.5);
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(
move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
);
next.head.orientation =
Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.5);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.head.position =
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.head.position =
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
next.chest.orientation =
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
@ -104,8 +101,6 @@ impl Animation for AlphaAnimation {
let pullback = (1.0 - move3);
let moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x((moveret1 * 0.1 + moveret2 * 0.3))
@ -135,17 +130,22 @@ impl Animation for AlphaAnimation {
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.0 + move2 * 10.0,
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
s_a.sc.2 + move1 * 1.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.5)
* Quaternion::rotation_y(
s_a.sc.4 + move1 * -1.0 + move2 * -0.6 + move3 * 1.0,
)
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.2 + move2 * 1.3);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
@ -200,51 +200,47 @@ impl Animation for AlphaAnimation {
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-7.0 + move2 * 5.0,
8.0 + move1 * 3.0 + move2 * 7.0,
2.0 + move1 * -6.0 + move2 * 10.0,
);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Hammer)
| Some(ToolKind::HammerSimple)
| Some(ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
2.0 + move1 * 16.0 + move2 * -19.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-7.0 + move2 * 5.0,
8.0 + move1 * 3.0 + move2 * 7.0,
2.0 + move1 * -6.0 + move2 * 10.0,
);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
2.0 + move1 * 16.0 + move2 * -19.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);

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@ -6,6 +6,7 @@ use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct BetaAnimation;
@ -49,29 +50,96 @@ impl Animation for BetaAnimation {
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - move3))
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
* Quaternion::rotation_y(s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3))
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3));
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - move3))
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - move3));
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3),
)
* Quaternion::rotation_z(
s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3),
);
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.7 + move1 * 0.5)
* Quaternion::rotation_z(3.69);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-2.3 + move1 * -1.3)
* Quaternion::rotation_z(3.69);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
next
}

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@ -34,13 +34,9 @@ impl Animation for JumpAnimation {
let mut next = (*skeleton).clone();
let slow = (anim_time * 7.0).sin();
let random =
((((2.0 * ((global_time - anim_time) - ((global_time - anim_time).round()))).abs())
* 10.0)
.round())
/ 10.0;
let switch = if random > 0.5 { 1.0 } else { -1.0 };
let subtract = global_time - anim_time as f32;
let check = subtract - subtract.trunc();
let switch = (check - 0.5).signum();
let speed = Vec2::<f32>::from(velocity).magnitude();
let speednorm = (speed / 10.0).min(1.0);
@ -90,7 +86,7 @@ impl Animation for JumpAnimation {
next.shorts.orientation =
Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);
if random > 0.5 {
if switch > 0.0 {
next.hand_l.position = Vec3::new(
-s_a.hand.0,
1.0 + s_a.hand.1 + 4.0,
@ -194,11 +190,33 @@ impl Animation for JumpAnimation {
next.torso.orientation = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.5, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

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@ -169,38 +169,34 @@ impl Animation for LeapAnimation {
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Axe) => {
next.control_l.position =
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Hammer)
| Some(ToolKind::HammerSimple)
| Some(ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move2 * -5.0 + move3 * 9.0,
2.0 + move2 * 8.0 + move3 * -12.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Axe) => {
next.control_l.position =
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move2 * -5.0 + move3 * 9.0,
2.0 + move2 * 8.0 + move3 * -12.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(

View File

@ -253,11 +253,34 @@ impl Animation for RunAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
next.second.scale = match hands {
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.5, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

View File

@ -29,7 +29,7 @@ impl Animation for SpinAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_active_tool_kind,
_second_tool_kind,
hands,
_velocity,
@ -51,68 +51,37 @@ impl Animation for SpinAnimation {
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
let movement2 = movement2base * pullback;
let move1 = movement1base * pullback;
let move2 = movement2base * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match active_tool_kind {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0,
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -15.0 + movement3 * -10.0,
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
* Quaternion::rotation_y(
s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.7,
)
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
next.head.position = Vec3::new(
0.0 + 2.0 + movement2 * -2.0,
2.0 + movement2 * -2.0 + s_a.head.0,
0.0 + 2.0 + move2 * -2.0,
2.0 + move2 * -2.0 + s_a.head.0,
s_a.head.1,
);
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
* Quaternion::rotation_y(
movement1 * -0.1 + movement2 * 0.15 + movement3 * -0.1,
)
* Quaternion::rotation_z(
-1.0 + movement1 * -0.6 + movement2 * 1.0 + movement3 * 0.5,
);
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 0.5);
next.belt.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 1.5);
next.shorts.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1)
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1);
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
},
Some(ToolKind::Axe) => {
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.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
@ -120,19 +89,6 @@ impl Animation for SpinAnimation {
_ => (0.0, 0.0, 0.0),
};
next.control.position = Vec3::new(
s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0),
s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0),
s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0),
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6))
* Quaternion::rotation_y(
s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0),
)
* Quaternion::rotation_z(
s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5),
);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
@ -170,9 +126,134 @@ impl Animation for SpinAnimation {
);
next.foot_r.orientation =
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
* Quaternion::rotation_z(movement2 * 0.8);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + move1 * 2.0 + move2 * -7.0,
s_a.sc.1 + 8.0 + move1 * 0.6 + move2 * -15.0,
s_a.sc.2 + 1.0 + move1 * 0.6 + move2 * 1.5,
);
next.control.orientation =
Quaternion::rotation_x(-0.5 + s_a.sc.3 + move1 * -1.2)
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + move1 * 0.0 + move2 * -0.2)
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + move1 * 1.57);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
let (move1, move2, _move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control.position = Vec3::new(
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_l.position = Vec3::new(-7.0 + move2 * -5.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-2.7 + move1 * -1.0 + move2 * 2.0)
* Quaternion::rotation_z(1.5 + move1 * PI);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-2.0 + move1 * -5.0,
18.0 + move1 * -10.0,
6.0 + move1 * -10.0,
);
next.control_l.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
* Quaternion::rotation_y(-3.7)
* Quaternion::rotation_z(1.5 + move2 * 1.57);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_r.position =
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
* Quaternion::rotation_z(1.5 + move1 * PI);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(
12.0 + move1 * -10.0,
18.0 + move1 * -10.0,
4.0 + move1 * -2.0,
);
next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
* Quaternion::rotation_y(-3.3)
* Quaternion::rotation_z(1.5 + move2 * 1.57);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
next
}
}

View File

@ -30,7 +30,7 @@ impl Animation for SpinMeleeAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_active_tool_kind,
_second_tool_kind,
hands,
_velocity,
@ -157,13 +157,15 @@ impl Animation for SpinMeleeAnimation {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
* Quaternion::rotation_z(move1 * 1.57);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
* Quaternion::rotation_z(move1 * -1.57);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
@ -177,14 +179,17 @@ impl Animation for SpinMeleeAnimation {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
* Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_z(move1 * 1.57);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
* Quaternion::rotation_z(move1 * -1.57);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},

View File

@ -117,29 +117,25 @@ impl Animation for StandAnimation {
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
}
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.5, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
}
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.5, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
@ -149,12 +145,10 @@ impl Animation for StandAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
next.second.scale = Vec3::one();
next.second.scale = match hands {
(None, Some(Hands::One)) | (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

View File

@ -48,7 +48,7 @@ impl Animation for WieldAnimation {
*rate = 1.0;
let lab: f32 = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
let speednorm = speed / 9.5;
let mut next = (*skeleton).clone();
let head_look = Vec2::new(
(global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
@ -102,7 +102,7 @@ impl Animation for WieldAnimation {
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
if speed > 0.2 && velocity.z == 0.0 {
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7)
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm)
* Quaternion::rotation_y(strafe * 0.2)
* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
next.head.orientation =
@ -345,7 +345,7 @@ impl Animation for WieldAnimation {
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
@ -354,7 +354,7 @@ impl Animation for WieldAnimation {
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);

View File

@ -1161,29 +1161,21 @@ impl FigureMgr {
)
},
CharacterState::LeapMelee(s) => {
let stage_progress = match active_tool_kind {
Some(ToolKind::Axe | ToolKind::Hammer) => {
let stage_time = s.timer.as_secs_f32();
match s.stage_section {
StageSection::Buildup => {
stage_time
/ s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Movement => {
stage_time
/ s.static_data.movement_duration.as_secs_f32()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time
/ s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
}
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
_ => state.state_time,
StageSection::Movement => {
stage_time / s.static_data.movement_duration.as_secs_f32()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::character::LeapAnimation::update_skeleton(
@ -1203,25 +1195,18 @@ impl FigureMgr {
)
},
CharacterState::SpinMelee(s) => {
let stage_progress = match active_tool_kind {
Some(ToolKind::Axe | ToolKind::Sword) => {
let stage_time = s.timer.as_secs_f32();
match s.stage_section {
StageSection::Buildup => {
stage_time
/ s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time
/ s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
}
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
_ => state.state_time,
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::character::SpinMeleeAnimation::update_skeleton(