From 4bbd7da929d8836e5a0edacff676698d370aa0bd Mon Sep 17 00:00:00 2001 From: Sam Date: Thu, 11 Aug 2022 20:32:50 -0400 Subject: [PATCH] Crippling finisher animation --- voxygen/anim/src/character/finishermelee.rs | 43 +++++++++++++++++++++ 1 file changed, 43 insertions(+) diff --git a/voxygen/anim/src/character/finishermelee.rs b/voxygen/anim/src/character/finishermelee.rs index b4a4c3ba90..77748118f3 100644 --- a/voxygen/anim/src/character/finishermelee.rs +++ b/voxygen/anim/src/character/finishermelee.rs @@ -42,6 +42,7 @@ impl Animation for FinisherMeleeAnimation { Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); + next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new( s_a.sc.0 + move2 * 12.0, s_a.sc.1, @@ -70,6 +71,7 @@ impl Animation for FinisherMeleeAnimation { Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); + next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); @@ -98,6 +100,47 @@ impl Animation for FinisherMeleeAnimation { next.control.position += Vec3::new(0.0, 0.0, move3 * 4.0); next.control.orientation.rotate_x(move3 * 0.6); }, + Some("common.abilities.sword.crippling_finisher") => { + let (move1, move2, move3) = match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0), + Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + }; + + let move1alt1 = move1.min(0.5) * 2.0; + let move1alt2 = (move1.max(0.5) - 0.5) * 2.0; + + 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 + move1alt2 * PI) + * Quaternion::rotation_y(s_a.shl.4); + next.hand_r.position = Vec3::new( + -s_a.sc.0 + 6.0 + move1alt1 * -12.0, + -4.0 + move1alt1 * 3.0, + -2.0, + ); + next.hand_r.orientation = + Quaternion::rotation_x(0.9 + move1 * 0.5 + move1alt1 * PI); + next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); + next.control.orientation = Quaternion::rotation_x(s_a.sc.3); + + next.control.position += Vec3::new( + move1 * 6.0, + (1.0 - (move1 - 0.5).abs() * 2.0) * 3.0, + move1 * 22.0, + ); + next.control.orientation.rotate_x(move1 * -1.5); + + next.chest.orientation = Quaternion::rotation_x(move2 * -0.4); + next.head.orientation = Quaternion::rotation_x(move2 * 0.2); + next.belt.orientation = Quaternion::rotation_x(move2 * 0.4); + next.shorts.orientation = Quaternion::rotation_x(move2 * 0.8); + next.control.orientation.rotate_x(move2 * -0.4); + next.control.position += Vec3::new(0.0, 0.0, move2 * -10.0); + next.belt.position += Vec3::new(0.0, move2 * 2.0, move2 * 0.0); + next.shorts.position += Vec3::new(0.0, move2 * 4.0, move2 * 1.0); + next.chest.position += Vec3::new(0.0, move2 * -2.5, 0.0); + }, _ => {}, }