more setups. chargeswing/dash anims

This commit is contained in:
jshipsey 2021-03-30 00:58:22 -04:00
parent 9a26024acb
commit 529f8eb5a6
15 changed files with 374 additions and 139 deletions

View File

@ -1,5 +1,5 @@
LeapMelee(
energy_cost: 450,
energy_cost: 0,
buildup_duration: 0.2,
movement_duration: 0.2,
swing_duration: 0.2,

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@ -7,7 +7,7 @@ SpinMelee(
knockback: ( strength: 0.0, direction: Away),
range: 3.5,
damage_effect: None,
energy_cost: 100,
energy_cost: 0,
is_infinite: true,
movement_behavior: AxeHover,
is_interruptible: false,

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@ -1,6 +1,6 @@
ChargedMelee(
energy_cost: 1,
energy_drain: 300,
energy_drain: 0,
initial_damage: 10,
scaled_damage: 160,
initial_poise_damage: 60,

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@ -1,5 +1,5 @@
LeapMelee(
energy_cost: 700,
energy_cost: 0,
buildup_duration: 0.1,
movement_duration: 0.8,
swing_duration: 0.15,

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@ -1,5 +1,5 @@
DashMelee(
energy_cost: 100,
energy_cost: 0,
base_damage: 80,
scaled_damage: 160,
base_poise_damage: 60,
@ -8,7 +8,7 @@ DashMelee(
scaled_knockback: 7.0,
range: 5.0,
angle: 45.0,
energy_drain: 600,
energy_drain: 0,
forward_speed: 4.0,
buildup_duration: 0.25,
charge_duration: 0.6,

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@ -7,7 +7,7 @@ SpinMelee(
knockback: ( strength: 10.0, direction: Away),
range: 3.5,
damage_effect: None,
energy_cost: 150,
energy_cost: 0,
is_infinite: false,
movement_behavior: ForwardGround,
is_interruptible: true,

View File

@ -4,7 +4,7 @@ use super::{
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
@ -18,6 +18,7 @@ impl Animation for AlphaAnimation {
f32,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -28,7 +29,15 @@ impl Animation for AlphaAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, hands, _velocity, _global_time, stage_section): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -36,18 +45,20 @@ impl Animation for AlphaAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
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),
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::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.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;
next.torso.orientation = Quaternion::rotation_z(0.0);
match active_tool_kind {
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);
@ -60,11 +71,6 @@ impl Animation for AlphaAnimation {
move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
);
},
Some(ToolKind::Dagger) => {
next.control_l.position = Vec3::new(-10.0, 6.0, 2.0);
next.control_l.orientation =
Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
@ -119,7 +125,7 @@ impl Animation for AlphaAnimation {
}
match hands {
(Some(Hands::Two), _) => match active_tool_kind {
(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 =
@ -194,7 +200,7 @@ impl Animation for AlphaAnimation {
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match active_tool_kind {
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)
@ -238,7 +244,7 @@ impl Animation for AlphaAnimation {
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
match active_tool_kind {
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);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
@ -264,11 +270,11 @@ impl Animation for AlphaAnimation {
| Some(ToolKind::Pick) => {
next.control_r.position = Vec3::new(
7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
2.0 + move1 * 16.0 + move2 * -21.0,
8.0 + move1 * -4.0 + move2h * 4.0,
2.0 + move1 * 16.0 + move2h * -21.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2 * -2.3)
Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2h * -2.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);

View File

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
pub struct BetaAnimation;
@ -10,9 +13,11 @@ impl Animation for BetaAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
f32,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -22,7 +27,15 @@ impl Animation for BetaAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(
_active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,

View File

@ -2,16 +2,21 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
pub struct ChargeswingAnimation;
impl Animation for ChargeswingAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -22,7 +27,15 @@ impl Animation for ChargeswingAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -36,9 +49,9 @@ impl Animation for ChargeswingAnimation {
* ((anim_time * lab * 8.0).sin());
// end spin stuff
let (move1base, move2base, move3, tension, test) = match stage_section {
let (move1base, move2base, movement3, tension, test) = match stage_section {
Some(StageSection::Charge) => (
anim_time.min(1.0),
(anim_time.powf(0.25)).min(1.0),
0.0,
0.0,
(anim_time * 18.0 * lab).sin(),
@ -48,42 +61,128 @@ impl Animation for ChargeswingAnimation {
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let move1 = move1base * (1.0 - move3);
let slowrise = test * (1.0 - move3);
let move2 = move2base * (1.0 - move3);
if let Some(ToolKind::Hammer) = active_tool_kind {
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.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
next.hand_l.orientation =
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
let pullback = (1.0 - movement3);
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let slowrise = test * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
* Quaternion::rotation_y(
s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
)
* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
next.head.position = Vec3::new(
0.0 + (move1 * -1.0 + move2 * 2.0),
s_a.head.0 + (move1 * 1.0),
s_a.head.1,
);
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
if let Some(ToolKind::Hammer) = active_tool_kind {}
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
next.head.position = Vec3::new(
0.0 + (move1 * -1.0 + move2 * 2.0),
s_a.head.0 + (move1 * 1.0),
s_a.head.1,
);
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
next.hand_l.orientation =
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
next.control.position = Vec3::new(
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
* Quaternion::rotation_y(
s_a.hc.4
+ (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
)
* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.control_l.position = Vec3::new(
-7.0 + move1 * 4.0,
8.0 + move1 * 2.0 + move2 * 4.0,
2.0 + move1 * -1.0 + slowrise * 8.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.0 + slowrise * -1.5)
* Quaternion::rotation_y(
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
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)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.control_r.position = Vec3::new(
7.0 + move1 * 1.0 + move2 * -20.0,
8.0 + move1 * 1.0 + move2 * 4.0,
2.0 + move1 * -3.0 + slowrise * 8.0,
);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0)
* Quaternion::rotation_y(
tension * -0.07 + move1 * -2.0 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
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

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct DashAnimation;
@ -11,8 +14,10 @@ impl Animation for DashAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -23,7 +28,7 @@ impl Animation for DashAnimation {
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
(active_tool_kind, _second_tool_kind, hands, _global_time, stage_section, ability_info): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -31,13 +36,17 @@ impl Animation for DashAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3, movement4) = match stage_section {
let (movement1, movement2, movement3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = (1.0 - move4);
let move1 = movement1 * pullback;
let move2 = movement2 * pullback;
let move3 = movement3 * pullback;
fn slow(x: f32) -> f32 {
((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
@ -50,56 +59,31 @@ impl Animation for DashAnimation {
fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match active_tool_kind {
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
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 * -5.0 + movement3 * -2.0) * (1.0 - movement4),
s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4),
s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4),
);
next.control.orientation = Quaternion::rotation_x(
s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4),
) * Quaternion::rotation_y(
s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4),
);
next.head.position =
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
next.head.orientation =
Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
* (1.0 - movement4)
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6)
* (1.0 - movement4);
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
* Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4),
);
next.chest.orientation = Quaternion::rotation_x(
(movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4),
) * Quaternion::rotation_y(
(movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4),
) * Quaternion::rotation_z(
(movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4),
s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
);
next.chest.orientation =
Quaternion::rotation_x((move2.min(1.0) * -0.4 + move3 * 0.4))
* Quaternion::rotation_y((move2.min(1.0) * -0.2 + move3 * 0.3))
* Quaternion::rotation_z((move1 * 1.1 + move3 * -2.2));
next.shorts.orientation =
Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4));
next.shorts.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.25));
next.belt.orientation =
Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4));
next.belt.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.1));
},
_ => {},
}
@ -107,6 +91,86 @@ impl Animation for DashAnimation {
next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
* Quaternion::rotation_y(slow(anim_time) * 0.4);
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 + (move1 * -5.0 + move3 * -2.0),
s_a.sc.1 + (move2.min(1.0) * -2.0),
s_a.sc.2 + (move2.min(1.0) * 2.0),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
},
_ => {},
},
(_, _) => {},
};
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 + move3 * 5.0, 2.0 + move1 * 4.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
* Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
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)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
next.control_r.position = Vec3::new(
7.0 + move1 * 5.0 + move3 * -30.0,
8.0 + move3 * -5.0,
2.0 + move1 * 1.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
* Quaternion::rotation_y(move1 * 1.5 + move2 * 1.0 + move3 * 1.5)
* Quaternion::rotation_z(move3 * 1.5);
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

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct LeapAnimation;
@ -10,9 +13,11 @@ impl Animation for LeapAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -23,7 +28,15 @@ impl Animation for LeapAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,

View File

@ -27,49 +27,48 @@ impl Animation for SitAnimation {
let slow = (anim_time * 1.0).sin();
let slowa = (anim_time * 1.0 + PI / 2.0).sin();
let stop = (anim_time * 3.0).min(PI / 2.0).sin();
let pet = (anim_time * 6.0).sin();
let head_look = Vec2::new(
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.25,
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.125,
);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
next.head.orientation =
Quaternion::rotation_z(stop * 0.4) * Quaternion::rotation_x(slow * 0.1 + pet * 0.01);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0 + stop * -0.4,
s_a.chest.1 + slow * 0.1 + stop * -0.8,
);
next.chest.orientation = Quaternion::rotation_x(stop * 0.15);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.1 + stop * -0.8);
next.chest.orientation =
Quaternion::rotation_z(stop * -0.4 + pet * 0.04) * Quaternion::rotation_x(stop * -0.2);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
next.belt.orientation =
Quaternion::rotation_x(stop * 0.2) * Quaternion::rotation_z(pet * -0.02);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
next.shorts.orientation =
Quaternion::rotation_x(stop * 0.4) * Quaternion::rotation_z(pet * -0.03);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + slowa * 0.15,
s_a.hand.2 + slow * 0.7 + stop * -2.0,
-s_a.hand.0 + stop * 3.0 + pet * 2.0,
s_a.hand.1 + stop * 10.0 + pet * -1.0,
s_a.hand.2 + slow * 0.7 + stop * 6.0,
);
next.hand_l.orientation = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1);
next.hand_l.orientation = Quaternion::rotation_x(stop * 2.0)
* Quaternion::rotation_y(stop * -0.2 + pet * -0.2)
* Quaternion::rotation_z(stop * -1.0);
next.hand_r.position = Vec3::new(
s_a.hand.0,
s_a.hand.1 + slowa * 0.15,
s_a.hand.2 + slow * 0.7 + stop * -2.0,
s_a.hand.0 + stop * -1.0,
s_a.hand.1 + stop * 4.0,
s_a.hand.2 + slow * 0.7 + stop * 0.0,
);
next.hand_r.orientation = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1);
next.hand_r.orientation =
Quaternion::rotation_x(stop * 1.5) * Quaternion::rotation_z(stop * 0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 1.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
next.foot_r.position = Vec3::new(s_a.foot.0, stop * -3.0 + s_a.foot.1, 1.0 + s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(stop * -0.5);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
@ -77,7 +76,7 @@ impl Animation for SitAnimation {
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * s_a.scaler;
next.torso.position = Vec3::new(0.0, 0.0, stop * -0.10) * s_a.scaler;
next
}

View File

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct SpinAnimation;
@ -11,9 +14,11 @@ impl Animation for SpinAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -23,7 +28,15 @@ impl Animation for SpinAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,

View File

@ -2,7 +2,10 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct SpinMeleeAnimation;
@ -11,9 +14,11 @@ impl Animation for SpinMeleeAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
@ -24,7 +29,15 @@ impl Animation for SpinMeleeAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,

View File

@ -903,6 +903,7 @@ impl FigureMgr {
rel_vel.magnitude(),
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -994,9 +995,11 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1062,6 +1065,7 @@ impl FigureMgr {
rel_vel.magnitude(),
time,
None,
None,
),
state.state_time,
&mut state_animation_rate,
@ -1090,8 +1094,10 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1185,9 +1191,11 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1221,9 +1229,11 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1367,6 +1377,7 @@ impl FigureMgr {
rel_vel.magnitude(),
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1377,9 +1388,11 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,
@ -1390,9 +1403,11 @@ impl FigureMgr {
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel.magnitude(),
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress,
&mut state_animation_rate,