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https://gitlab.com/veloren/veloren.git
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Merge branch 'sam/anim-restructure-arthropod' into 'master'
Arthropod anim restructure See merge request veloren/veloren!4521
This commit is contained in:
commit
4e63622f2a
460
voxygen/anim/src/arthropod/basic.rs
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460
voxygen/anim/src/arthropod/basic.rs
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@ -0,0 +1,460 @@
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use super::{
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super::{vek::*, Animation},
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ArthropodSkeleton, 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 BasicAction;
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pub struct BasicActionDependency<'a> {
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pub ability_id: Option<&'a str>,
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pub stage_section: Option<StageSection>,
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pub global_time: f32,
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pub timer: f32,
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}
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impl Animation for BasicAction {
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type Dependency<'a> = BasicActionDependency<'a>;
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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d: Self::Dependency<'_>,
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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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let mut next = (*skeleton).clone();
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let (move1base, _chargebase, movementbase, move2base, move3base) = match d.stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Movement) => (1.0, 1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, 1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3base;
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let _move1 = move1base * pullback;
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let _move2 = move2base * pullback;
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match d.ability_id {
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Some(
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"common.abilities.custom.arthropods.blackwidow.poisonball"
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| "common.abilities.custom.arthropods.weevil.threadshot"
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| "common.abilities.custom.arthropods.crawler.threadshot",
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) => {
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let movement1abs = move1base.powf(0.25) * pullback;
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let twitch = (move1base * 30.0).sin();
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next.chest.scale = Vec3::one() * s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
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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 =
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Quaternion::rotation_x(movement1abs * 0.35 + twitch * -0.02)
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* Quaternion::rotation_y(0.0);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position =
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Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position =
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Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
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* Quaternion::rotation_y(movement1abs * 0.5)
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* Quaternion::rotation_z(movement1abs * 0.5);
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next.mandible_r.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
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* Quaternion::rotation_y(movement1abs * -0.5)
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* Quaternion::rotation_z(movement1abs * -0.5);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4)
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* Quaternion::rotation_x(movement1abs * 1.0);
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next.leg_fr.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4)
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* Quaternion::rotation_x(movement1abs * 1.0);
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next.leg_fcl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.1 + movement1abs * 0.2)
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* Quaternion::rotation_y(movement1abs * 0.5);
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next.leg_fcr.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.1 + movement1abs * -0.2)
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* Quaternion::rotation_y(movement1abs * -0.5);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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},
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Some("common.abilities.custom.arthropods.antlion.charge") => {
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let movement1abs = move1base.powi(4) * pullback;
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let movement2abs = move2base.powi(6) * pullback;
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let chargemovementbase = if matches!(d.stage_section, Some(StageSection::Buildup)) {
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0.0
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} else {
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1.0
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};
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let shortalt =
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(anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback;
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next.chest.scale = Vec3::one() * s_a.scaler;
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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 =
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Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position =
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Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position =
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Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7);
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next.mandible_r.orientation =
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Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fl.orientation = Quaternion::rotation_x(
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movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6,
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) * Quaternion::rotation_y(
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movement1abs * -0.5 + movement2abs * -0.1,
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) * Quaternion::rotation_z(movement1abs * -0.2);
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next.wing_fr.orientation = Quaternion::rotation_x(
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movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6,
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) * Quaternion::rotation_y(
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movement1abs * 0.5 + movement2abs * 0.1,
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) * Quaternion::rotation_z(movement1abs * 0.2);
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_bl.orientation =
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Quaternion::rotation_x(
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movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6,
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) * Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.1);
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next.wing_br.orientation =
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Quaternion::rotation_x(
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movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6,
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) * Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.1);
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},
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Some(
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"common.abilities.custom.arthropods.tarantula.leap"
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| "common.abilities.custom.arthropods.hornbeetle.leap"
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| "common.abilities.custom.arthropods.emberfly.leap",
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) => {
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let pullback = 1.0 - move3base.powi(4);
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let movement1abs = move1base * pullback;
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let movement2abs = movementbase.powf(0.1) * pullback;
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let movement3abs = move2base.powf(0.1) * pullback;
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let early_pullback = 1.0 - move2base.powf(0.1);
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let shortalt = (d.global_time * 80.0).sin() * movementbase * early_pullback;
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next.chest.scale = Vec3::one() * s_a.scaler;
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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 =
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Quaternion::rotation_x(
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movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0,
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) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -2.0);
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next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
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next.mandible_l.position =
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Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position =
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Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation = Quaternion::rotation_x(
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(movement1abs * 4.0 * PI).sin() * 0.08
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+ movement2abs * 0.3
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+ movement3abs * -0.4,
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);
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next.mandible_r.orientation = Quaternion::rotation_x(
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(movement1abs * 4.0 * PI).sin() * 0.08
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+ movement2abs * 0.3
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+ movement3abs * -0.4,
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);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_x(
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movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
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) * Quaternion::rotation_z(s_a.leg_ori.0);
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next.leg_fr.orientation = Quaternion::rotation_x(
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movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
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) * Quaternion::rotation_z(-s_a.leg_ori.0);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcl.orientation = Quaternion::rotation_y(
|
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movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
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) * Quaternion::rotation_z(s_a.leg_ori.1);
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next.leg_fcr.orientation =
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Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
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* Quaternion::rotation_z(-s_a.leg_ori.1);
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||||
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcl.orientation = Quaternion::rotation_y(
|
||||
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.2);
|
||||
next.leg_bcr.orientation =
|
||||
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_bl.orientation = Quaternion::rotation_y(
|
||||
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.3);
|
||||
next.leg_br.orientation =
|
||||
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.3);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1,
|
||||
) * Quaternion::rotation_z(movement1abs * -1.4);
|
||||
next.wing_br.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
|
||||
) * Quaternion::rotation_z(movement1abs * 1.4);
|
||||
},
|
||||
Some("common.abilities.custom.arthropods.dagonite.leapshockwave") => {
|
||||
let pullback = 1.0 - move3base.powi(4);
|
||||
let movement1abs = move1base * pullback;
|
||||
let movement2abs = movementbase.powf(0.1) * pullback;
|
||||
let movement3abs = move2base.powf(0.1) * pullback;
|
||||
let early_pullback = 1.0 - move2base.powf(0.1);
|
||||
let shortalt = (d.global_time * 80.0).sin() * movementbase * early_pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(
|
||||
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0,
|
||||
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.mandible_l.position =
|
||||
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position =
|
||||
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08
|
||||
+ movement2abs * 0.3
|
||||
+ movement3abs * -0.4,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08
|
||||
+ movement2abs * 0.3
|
||||
+ movement3abs * -0.4,
|
||||
);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.0);
|
||||
next.leg_fr.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
|
||||
) * Quaternion::rotation_z(-s_a.leg_ori.0);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcl.orientation = Quaternion::rotation_y(
|
||||
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.1);
|
||||
next.leg_fcr.orientation =
|
||||
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.1);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcl.orientation = Quaternion::rotation_y(
|
||||
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.2);
|
||||
next.leg_bcr.orientation =
|
||||
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_bl.orientation = Quaternion::rotation_y(
|
||||
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(s_a.leg_ori.3);
|
||||
next.leg_br.orientation =
|
||||
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.3);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1,
|
||||
) * Quaternion::rotation_z(movement1abs * -1.4);
|
||||
next.wing_br.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
|
||||
) * Quaternion::rotation_z(movement1abs * 1.4);
|
||||
},
|
||||
Some(
|
||||
"common.abilities.custom.arthropods.tarantula.ensnaringwebs"
|
||||
| "common.abilities.custom.arthropods.blackwidow.ensnaringwebs",
|
||||
) => {
|
||||
let subtract = d.global_time - d.timer;
|
||||
let check = subtract - subtract.trunc();
|
||||
let mirror = (check - 0.5).signum();
|
||||
let movement1abs = move1base.powi(2) * pullback;
|
||||
let movement2abs = move2base.powi(4) * pullback;
|
||||
let movement3abs = move3base * pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.head.0 + movement1abs * 3.0,
|
||||
s_a.head.1 + movement1abs * -3.0,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(
|
||||
movement1abs * 1.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_y(
|
||||
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
|
||||
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + movement1abs * 7.0 + movement2abs * -2.0,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -1.0 + movement2abs * 0.2);
|
||||
next.mandible_l.position =
|
||||
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position =
|
||||
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * -0.2);
|
||||
next.leg_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.2);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_fcl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2);
|
||||
next.leg_fcr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.2);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bcl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
|
||||
next.leg_bcr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
|
||||
next.leg_bl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * 0.8);
|
||||
next.leg_br.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,152 +0,0 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct ComboAnimation;
|
||||
|
||||
impl Animation for ComboAnimation {
|
||||
type Dependency<'a> = (Option<&'a str>, StageSection, usize, f32, f32);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_combo\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_combo")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_ability_id, stage_section, _current_strike, global_time, timer): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
StageSection::Buildup => (anim_time.powi(2), 0.0, 0.0),
|
||||
StageSection::Action => (1.0, anim_time.powi(4), 0.0),
|
||||
StageSection::Recover => (1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let subtract = global_time - timer;
|
||||
let check = subtract - subtract.trunc();
|
||||
let mirror = (check - 0.5).signum();
|
||||
let movement1abs = movement1 * pullback;
|
||||
let movement2abs = movement2 * pullback;
|
||||
let movement3abs = movement3 * pullback;
|
||||
|
||||
if s_a.snapper {
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(
|
||||
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * -0.1 + movement2abs * 0.2 + movement3abs * 0.2,
|
||||
);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_z(
|
||||
movement1abs * 0.7 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_z(
|
||||
movement1abs * -0.7 + movement2abs * 1.0 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
|
||||
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
|
||||
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2 + movement2abs * -0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2);
|
||||
next.wing_br.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
} else {
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_y(
|
||||
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
|
||||
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation = Quaternion::rotation_z(
|
||||
s_a.leg_ori.0 + movement1abs * 0.4 + movement2abs * -0.4 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_x(
|
||||
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
|
||||
);
|
||||
next.leg_fr.orientation = Quaternion::rotation_z(
|
||||
-s_a.leg_ori.0 + movement1abs * -0.4 + movement2abs * 0.4 + movement3abs * -0.8,
|
||||
) * Quaternion::rotation_x(
|
||||
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
|
||||
);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
}
|
||||
next
|
||||
}
|
||||
}
|
@ -1,74 +0,0 @@
|
||||
use super::{super::Animation, ArthropodSkeleton, SkeletonAttr};
|
||||
//use std::{f32::consts::PI, ops::Mul};
|
||||
use super::super::vek::*;
|
||||
use common::states::utils::StageSection;
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct DashAnimation;
|
||||
|
||||
impl Animation for DashAnimation {
|
||||
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_dash\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_dash")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, _global_time, stage_section, _timer): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1base, chargemovementbase, movement2base, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powi(4), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(6), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let movement1abs = movement1base * pullback;
|
||||
let movement2abs = movement2base * pullback;
|
||||
let shortalt = (anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation =
|
||||
Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7);
|
||||
next.mandible_r.orientation =
|
||||
Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6)
|
||||
* Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.1);
|
||||
next.wing_br.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6)
|
||||
* Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.1);
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,129 +0,0 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct LeapMeleeAnimation;
|
||||
|
||||
impl Animation for LeapMeleeAnimation {
|
||||
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_leapmelee\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_leapmelee")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, global_time, stage_section, _timer): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
//let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
|
||||
|
||||
let (movement1base, movement2base, movement3base, movement4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powf(0.1), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.1), 0.0),
|
||||
Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement4;
|
||||
let early_pullback = 1.0 - movement3base;
|
||||
let movement1abs = movement1base * pullback;
|
||||
let movement2abs = movement2base * pullback;
|
||||
let movement3abs = movement3base * pullback;
|
||||
|
||||
let shortalt = (global_time * 80.0).sin() * movement2base * early_pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -2.0);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08 + movement2abs * 0.3 + movement3abs * -0.4,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08 + movement2abs * 0.3 + movement3abs * -0.4,
|
||||
);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.0);
|
||||
next.leg_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.0);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.1);
|
||||
next.leg_fcr.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.1);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.2);
|
||||
next.leg_bcr.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_bl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.3);
|
||||
next.leg_br.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.3);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation =
|
||||
Quaternion::rotation_x((movement1abs * -0.2 + movement2abs * -0.6) * early_pullback)
|
||||
* Quaternion::rotation_y(movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -1.4);
|
||||
next.wing_br.orientation =
|
||||
Quaternion::rotation_x((movement1abs * -0.2 + movement2abs * -0.6) * early_pullback)
|
||||
* Quaternion::rotation_y(
|
||||
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
|
||||
)
|
||||
* Quaternion::rotation_z(movement1abs * 1.4);
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,133 +0,0 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct LeapShockAnimation;
|
||||
|
||||
impl Animation for LeapShockAnimation {
|
||||
type Dependency<'a> = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_leapshockwave\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_leapshockwave")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_active_tool_kind, _second_tool_kind, _velocity, global_time, stage_section): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1base, movement2base, movement3base, movement4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powf(0.1), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.1), 0.0),
|
||||
Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement4;
|
||||
let early_pullback = 1.0 - movement3base;
|
||||
let movement1abs = movement1base * pullback;
|
||||
let movement2abs = movement2base * pullback;
|
||||
let movement3abs = movement3base * pullback;
|
||||
|
||||
let shortalt = (global_time * 80.0).sin() * movement2base * early_pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08 + movement2abs * 0.3 + movement3abs * -0.4,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
(movement1abs * 4.0 * PI).sin() * 0.08 + movement2abs * 0.3 + movement3abs * -0.4,
|
||||
);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.0);
|
||||
next.leg_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.0);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.1);
|
||||
next.leg_fcr.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.1);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.2);
|
||||
next.leg_bcr.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_bl.orientation =
|
||||
Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(s_a.leg_ori.3);
|
||||
next.leg_br.orientation = Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
|
||||
* Quaternion::rotation_z(-s_a.leg_ori.3);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation =
|
||||
Quaternion::rotation_x((movement1abs * -0.2 + movement2abs * -0.6) * early_pullback)
|
||||
* Quaternion::rotation_y(movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1)
|
||||
* Quaternion::rotation_z(movement1abs * -1.4);
|
||||
next.wing_br.orientation =
|
||||
Quaternion::rotation_x((movement1abs * -0.2 + movement2abs * -0.6) * early_pullback)
|
||||
* Quaternion::rotation_y(
|
||||
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
|
||||
)
|
||||
* Quaternion::rotation_z(movement1abs * 1.4);
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,19 +1,18 @@
|
||||
pub mod combomelee;
|
||||
pub mod dash;
|
||||
pub mod basic;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
pub mod leapmelee;
|
||||
pub mod leapshockwave;
|
||||
pub mod multi;
|
||||
pub mod run;
|
||||
pub mod shoot;
|
||||
pub mod stunned;
|
||||
pub mod summon;
|
||||
|
||||
// Reexports
|
||||
pub use self::{
|
||||
combomelee::ComboAnimation, dash::DashAnimation, idle::IdleAnimation, jump::JumpAnimation,
|
||||
leapmelee::LeapMeleeAnimation, leapshockwave::LeapShockAnimation, run::RunAnimation,
|
||||
shoot::ShootAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
|
||||
basic::{BasicAction, BasicActionDependency},
|
||||
idle::IdleAnimation,
|
||||
jump::JumpAnimation,
|
||||
multi::{MultiAction, MultiActionDependency},
|
||||
run::RunAnimation,
|
||||
stunned::StunnedAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
|
||||
|
208
voxygen/anim/src/arthropod/multi.rs
Normal file
208
voxygen/anim/src/arthropod/multi.rs
Normal file
@ -0,0 +1,208 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct MultiAction;
|
||||
|
||||
pub struct MultiActionDependency<'a> {
|
||||
pub ability_id: Option<&'a str>,
|
||||
pub stage_section: Option<StageSection>,
|
||||
pub current_action: u32,
|
||||
pub max_actions: Option<u32>,
|
||||
pub global_time: f32,
|
||||
pub timer: f32,
|
||||
}
|
||||
|
||||
impl Animation for MultiAction {
|
||||
type Dependency<'a> = MultiActionDependency<'a>;
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_multi\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_multi")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
d: Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let multi_action_pullback = 1.0
|
||||
- if matches!(d.stage_section, Some(StageSection::Recover)) {
|
||||
anim_time
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
for action in 0..=d.current_action {
|
||||
let (move1base, move2base, move3base) = if action == d.current_action {
|
||||
match d.stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
}
|
||||
} else {
|
||||
(1.0, 1.0, 1.0)
|
||||
};
|
||||
let _move1 = move1base * multi_action_pullback;
|
||||
let _move2 = move2base * multi_action_pullback;
|
||||
|
||||
match d.ability_id {
|
||||
Some(
|
||||
"common.abilities.custom.arthropods.tarantula.singlestrike"
|
||||
| "common.abilities.custom.arthropods.blackwidow.singlestrike"
|
||||
| "common.abilities.custom.arthropods.antlion.singlestrike"
|
||||
| "common.abilities.custom.arthropods.hornbeetle.singlestrike"
|
||||
| "common.abilities.custom.arthropods.weevil.singlestrike"
|
||||
| "common.abilities.custom.arthropods.crawler.singlestrike",
|
||||
) => {
|
||||
let pullback = 1.0 - move3base;
|
||||
let subtract = d.global_time - d.timer;
|
||||
let check = subtract - subtract.trunc();
|
||||
let mirror = (check - 0.5).signum();
|
||||
let movement1abs = move1base.powi(2) * pullback;
|
||||
let movement2abs = move2base.powi(4) * pullback;
|
||||
let movement3abs = move3base * pullback;
|
||||
|
||||
if s_a.snapper {
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(
|
||||
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_y(
|
||||
movement1abs * -0.1 + movement2abs * 0.2 + movement3abs * 0.2,
|
||||
);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position =
|
||||
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position =
|
||||
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_z(
|
||||
movement1abs * 0.7 + movement2abs * -1.0 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_z(
|
||||
movement1abs * -0.7 + movement2abs * 1.0 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.wing_fl.position =
|
||||
Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
|
||||
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
|
||||
next.wing_fr.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
|
||||
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_z(movement1abs * 0.2 + movement2abs * -0.2);
|
||||
|
||||
next.wing_bl.position =
|
||||
Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_bl.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2);
|
||||
next.wing_br.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
|
||||
next.leg_fcl.position =
|
||||
Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_bcl.position =
|
||||
Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
} else {
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_y(
|
||||
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
|
||||
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position =
|
||||
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position =
|
||||
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(
|
||||
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.wing_fl.position =
|
||||
Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position =
|
||||
Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation = Quaternion::rotation_z(
|
||||
s_a.leg_ori.0
|
||||
+ movement1abs * 0.4
|
||||
+ movement2abs * -0.4
|
||||
+ movement3abs * 0.8,
|
||||
) * Quaternion::rotation_x(
|
||||
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
|
||||
);
|
||||
next.leg_fr.orientation = Quaternion::rotation_z(
|
||||
-s_a.leg_ori.0
|
||||
+ movement1abs * -0.4
|
||||
+ movement2abs * 0.4
|
||||
+ movement3abs * -0.8,
|
||||
) * Quaternion::rotation_x(
|
||||
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
|
||||
);
|
||||
|
||||
next.leg_fcl.position =
|
||||
Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_bcl.position =
|
||||
Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,81 +0,0 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct ShootAnimation;
|
||||
|
||||
impl Animation for ShootAnimation {
|
||||
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, _global_time, stage_section, _timer): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, twitch) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, (anim_time * 30.0).sin()),
|
||||
Some(StageSection::Recover) => (1.0, anim_time, 1.0),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement2;
|
||||
let movement1abs = movement1 * pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(movement1abs * 0.35 + twitch * -0.02)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation = Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5)
|
||||
* Quaternion::rotation_z(movement1abs * 0.5);
|
||||
next.mandible_r.orientation = Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5)
|
||||
* Quaternion::rotation_z(movement1abs * -0.5);
|
||||
|
||||
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
|
||||
|
||||
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4)
|
||||
* Quaternion::rotation_x(movement1abs * 1.0);
|
||||
next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4)
|
||||
* Quaternion::rotation_x(movement1abs * 1.0);
|
||||
|
||||
next.leg_fcl.orientation = Quaternion::rotation_z(s_a.leg_ori.1 + movement1abs * 0.2)
|
||||
* Quaternion::rotation_y(movement1abs * 0.5);
|
||||
next.leg_fcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1 + movement1abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1abs * -0.5);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,107 +0,0 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
ArthropodSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct SummonAnimation;
|
||||
|
||||
impl Animation for SummonAnimation {
|
||||
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
|
||||
type Skeleton = ArthropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"arthropod_summon\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_summon")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let subtract = global_time - timer;
|
||||
let check = subtract - subtract.trunc();
|
||||
let mirror = (check - 0.5).signum();
|
||||
let movement1abs = movement1 * pullback;
|
||||
let movement2abs = movement2 * pullback;
|
||||
let movement3abs = movement3 * pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.head.0 + movement1abs * 3.0,
|
||||
s_a.head.1 + movement1abs * -3.0,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 1.5 + movement2abs * -1.5 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_y(
|
||||
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
|
||||
)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + movement1abs * 7.0 + movement2abs * -2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement1abs * -1.0 + movement2abs * 0.2);
|
||||
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
|
||||
next.mandible_l.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(
|
||||
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
|
||||
);
|
||||
next.mandible_r.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
|
||||
* Quaternion::rotation_z(
|
||||
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
|
||||
);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
|
||||
next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * -0.2);
|
||||
next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
|
||||
* Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.2);
|
||||
|
||||
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
|
||||
|
||||
next.leg_fcl.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2);
|
||||
next.leg_fcr.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
|
||||
* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.2);
|
||||
|
||||
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
|
||||
|
||||
next.leg_bcl.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
|
||||
next.leg_bcr.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
|
||||
|
||||
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
|
||||
|
||||
next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * 0.8);
|
||||
next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
|
||||
* Quaternion::rotation_z(movement1abs * -0.8);
|
||||
next
|
||||
}
|
||||
}
|
@ -4147,144 +4147,88 @@ impl FigureMgr {
|
||||
),
|
||||
};
|
||||
let target_bones = match &character {
|
||||
CharacterState::ComboMelee2(s) => {
|
||||
let timer = s.timer.as_secs_f32();
|
||||
let current_strike = s.completed_strikes % s.static_data.strikes.len();
|
||||
let strike_data = s.static_data.strikes[current_strike];
|
||||
let progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
timer / strike_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
timer / strike_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
timer / strike_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
CharacterState::BasicRanged(_)
|
||||
| CharacterState::DashMelee(_)
|
||||
| CharacterState::LeapMelee(_)
|
||||
| CharacterState::LeapShockwave(_)
|
||||
| CharacterState::SpriteSummon(_) => {
|
||||
let timer = character.timer();
|
||||
let stage_section = character.stage_section();
|
||||
let durations = character.durations();
|
||||
let progress = if let Some(((timer, stage_section), durations)) =
|
||||
timer.zip(stage_section).zip(durations)
|
||||
{
|
||||
let base_dur = match stage_section {
|
||||
StageSection::Buildup => durations.buildup,
|
||||
StageSection::Charge => durations.charge,
|
||||
StageSection::Movement => durations.movement,
|
||||
StageSection::Action => durations.action,
|
||||
StageSection::Recover => durations.recover,
|
||||
};
|
||||
if let Some(base_dur) = base_dur {
|
||||
timer.as_secs_f32() / base_dur.as_secs_f32()
|
||||
} else {
|
||||
timer.as_secs_f32()
|
||||
}
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
anim::arthropod::ComboAnimation::update_skeleton(
|
||||
anim::arthropod::BasicAction::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
anim::arthropod::BasicActionDependency {
|
||||
ability_id,
|
||||
s.stage_section,
|
||||
current_strike,
|
||||
time,
|
||||
state.state_time,
|
||||
),
|
||||
stage_section,
|
||||
global_time: time,
|
||||
timer: state.state_time,
|
||||
},
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::LeapMelee(s) => {
|
||||
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()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time / s.static_data.movement_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
CharacterState::ComboMelee2(_) => {
|
||||
let timer = character.timer();
|
||||
let stage_section = character.stage_section();
|
||||
let durations = character.durations();
|
||||
let progress = if let Some(((timer, stage_section), durations)) =
|
||||
timer.zip(stage_section).zip(durations)
|
||||
{
|
||||
let base_dur = match stage_section {
|
||||
StageSection::Buildup => durations.buildup,
|
||||
StageSection::Charge => durations.charge,
|
||||
StageSection::Movement => durations.movement,
|
||||
StageSection::Action => durations.action,
|
||||
StageSection::Recover => durations.recover,
|
||||
};
|
||||
if let Some(base_dur) = base_dur {
|
||||
timer.as_secs_f32() / base_dur.as_secs_f32()
|
||||
} else {
|
||||
timer.as_secs_f32()
|
||||
}
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
anim::arthropod::LeapMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.state_time,
|
||||
|
||||
let (current_action, max_actions) = match character {
|
||||
CharacterState::ComboMelee2(s) => (
|
||||
(s.completed_strikes % s.static_data.strikes.len()) as u32,
|
||||
Some(s.static_data.strikes.len() as u32),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::SpriteSummon(s) => {
|
||||
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()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / s.static_data.cast_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
_ => (0, None),
|
||||
};
|
||||
anim::arthropod::SummonAnimation::update_skeleton(
|
||||
|
||||
anim::arthropod::MultiAction::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::DashMelee(s) => {
|
||||
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()
|
||||
anim::arthropod::MultiActionDependency {
|
||||
ability_id,
|
||||
stage_section,
|
||||
current_action,
|
||||
max_actions,
|
||||
global_time: time,
|
||||
timer: state.state_time,
|
||||
},
|
||||
StageSection::Charge => {
|
||||
stage_time / s.static_data.charge_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
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::arthropod::DashAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::BasicRanged(s) => {
|
||||
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()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::arthropod::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
@ -4321,38 +4265,6 @@ impl FigureMgr {
|
||||
},
|
||||
}
|
||||
},
|
||||
CharacterState::LeapShockwave(s) => {
|
||||
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()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
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::arthropod::LeapShockAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
// TODO!
|
||||
_ => target_base,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user