More bipedlarge anim work

This commit is contained in:
Snowram 2020-09-30 22:33:24 +02:00 committed by Robin Gilh
parent c1c2c9dc07
commit 58e2d3a4ad
15 changed files with 987 additions and 295 deletions

View File

@ -56,7 +56,7 @@
),
main: (
offset: (-2.5, -5.5, -5.0),
central: ("weapon.hammer.2hhammer_ogre"),
central: ("weapon.staff.firestaff_ogre"),
)
),
(Cyclops, Male): (
@ -145,7 +145,7 @@
central: ("armor.empty"),
),
main: (
offset: (-5.0, -6.5, -4.0),
offset: (-3.0, -3.5, -8.0),
central: ("weapon.hammer.2hhammer_wendigo"),
)
),
@ -385,7 +385,7 @@
central: ("armor.empty"),
),
main: (
offset: (-1.5, -9.0, -10.0),
offset: (-3.5, -3.0, -5.0),
central: ("weapon.staff.firestaff_lizardman"),
)
),
@ -415,7 +415,7 @@
central: ("armor.empty"),
),
main: (
offset: (-5.5, -2.0, -10.0),
offset: (-3.5, -3.0, -5.0),
central: ("weapon.staff.firestaff_lizardman"),
)
),
@ -445,7 +445,7 @@
central: ("armor.empty"),
),
main: (
offset: (-1.5, -9.0, -10.0),
offset: (-1.5, -3.0, -5.0),
central: ("weapon.sword.long_2h_lizardman"),
)
),
@ -475,7 +475,7 @@
central: ("armor.empty"),
),
main: (
offset: (-1.5, -9.0, -10.0),
offset: (-1.5, -3.0, -5.0),
central: ("weapon.sword.long_2h_lizardman"),
)
),

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@ -24,204 +24,420 @@ impl Animation for AlphaAnimation {
const UPDATE_FN: &'static [u8] = b"biped_large_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_alpha")]
#[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,
anim_time: f64,
_rate: &mut f32,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 0.55;
let lab = 1.0;
let slower = (((1.0)
/ (0.05
+ 0.95
* ((anim_time as f32 * lab as f32 * 10.0 - 0.8 * PI).sin()).powf(2.0 as f32)))
let foot = (((1.0)
/ (0.2
+ 0.8
* ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 10.0 - 0.8 * PI).sin());
* ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin());
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let foothoril = (((1.0)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
let push = anim_time as f32 * lab as f32 * 4.0;
let slow = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let foothorir = (((1.0)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
* ((anim_time as f32 * lab as f32 * 9.0).sin());
let quick = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 18.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
let footrotl = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
* ((anim_time as f32 * lab as f32 * 18.0).sin());
let axe = (((1.0)
/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let staff = (((1.0)
/ (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 10.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
* ((anim_time as f32 * lab as f32 * 10.0).sin());
let slower = (((1.0)
/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
let movement = anim_time as f32 * 1.0;
let test = (anim_time as f32 * 1.75).sin();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(slower * 1.0) * Quaternion::rotation_x(0.0);
next.head.scale = Vec3::one() * 1.02;
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 5.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.0);
next.main.scale = Vec3::one() * 1.02;
next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.second.scale = Vec3::one() * 0.0;
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
next.control.position =
Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
next.control.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_y(movement * -1.0)
* Quaternion::rotation_z(movement * -1.2);
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_l.scale = Vec3::one() * 1.02;
next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.5);
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
next.control.orientation =
Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
* Quaternion::rotation_y(-1.0 + movement * -0.6)
* Quaternion::rotation_z(-1.2 + movement * 1.3);
next.hand_r.position = Vec3::new(
skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_r.scale = Vec3::one() * 1.02;
next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
//next.head.orientation = Quaternion::rotation_z(-test
// * 0.8); next.upper_torso.
// orientation = Quaternion::rotation_x(test * 0.15)
//* Quaternion::rotation_y(movement * 0.3)
//* Quaternion::rotation_z(movement * 1.5);
//next.belt.orientation = Quaternion::rotation_z(test2
// * 0.5); next.lower_torso.
// orientation = Quaternion::rotation_z(test2 * 1.5);
// next.torso.orientation = Quaternion::rotation_z(test2
// * 7.2);
},
StageSection::Recover => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(-7.0, 15.0, 2.0);
next.control.orientation = Quaternion::rotation_x(-0.5)
* Quaternion::rotation_y(-1.57 + movement * 1.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.upper_torso.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-1.57 + movement * 0.5);
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1,
);
next.upper_torso.orientation =
Quaternion::rotation_z(slower * -1.2) * Quaternion::rotation_x(-0.3);
next.upper_torso.scale = Vec3::one();
next.control.position = Vec3::new(7.0, 9.0, -10.0);
next.control.orientation = Quaternion::rotation_x(slowersmooth * 0.35)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(slowersmooth * -0.5 + slower * -0.5);
next.control.scale = Vec3::one();
if velocity < 0.5 {
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.2);
next.lower_torso.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1 * 0.0);
next.jaw.orientation = Quaternion::rotation_z(0.0);
next.jaw.scale = Vec3::one();
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0);
next.tail.scale = Vec3::one();
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_r.scale = Vec3::one();
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_z(0.0);
next.leg_l.scale = Vec3::one() * 1.02;
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_z(0.0);
next.leg_r.scale = Vec3::one() * 1.02;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_z(0.0);
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
next.foot_r.orientation = Quaternion::rotation_z(0.0);
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 8.0;
} else {
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.orientation =
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.lower_torso.scale = Vec3::one() * 1.02;
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.1);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.1);
next.shoulder_r.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
next.head.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.57 + movement * -0.5);
},
_ => {},
}
}
}
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Dagger(_)) => {
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.25)
* Quaternion::rotation_x(0.0 + slow * 0.15)
* Quaternion::rotation_y(slow * -0.15);
next.head.scale = Vec3::one() * 1.01;
next.upper_torso.position = Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.4)
* Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2);
next.upper_torso.scale = Vec3::one();
next.lower_torso.position =
Vec3::new(0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
next.lower_torso.orientation = next.upper_torso.orientation * -0.45;
// TODO: Fix animation
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_l.scale = Vec3::one() * 1.12;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.hand_r.scale = Vec3::one() * 1.12;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
// next.r_control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0,
// 2.0); next.r_control.orientation =
// Quaternion::rotation_x(-1.4 + slow * 0.4)
// * Quaternion::rotation_y(slow * -1.3)
// * Quaternion::rotation_z(1.4 + slow * -0.5);
// next.r_control.scale = Vec3::one();
// next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
// next.hand_r.orientation = Quaternion::rotation_x(1.27);
// next.hand_r.scale = Vec3::one() * 1.05;
// next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
// next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
// * Quaternion::rotation_y(slow * -1.3)
// * Quaternion::rotation_z(1.4 + slow * -0.5);
// next.control.scale = Vec3::one();
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
slow * -3.0 + quick * 3.0 - 4.0,
skeleton_attr.foot.2,
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(slow * 0.6)
* Quaternion::rotation_y((slow * -0.2).max(0.0));
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
slow * 3.0 + quick * -3.0 + 5.0,
skeleton_attr.foot.2,
) / 8.0;
next.foot_r.orientation = Quaternion::rotation_x(slow * -0.6)
* Quaternion::rotation_y((slow * 0.2).min(0.0));
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
},
Some(ToolKind::Axe(_)) => {
next.head.position =
Vec3::new(0.0, 0.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.2);
next.head.scale = Vec3::one() * 1.01;
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0);
next.upper_torso.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
next.upper_torso.scale = Vec3::one();
next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
next.lower_torso.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.08;
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
next.control.orientation = Quaternion::rotation_x(1.6)
* Quaternion::rotation_y(-2.0 + axe * 0.5)
* Quaternion::rotation_z(PI * 0.4);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
},
Some(ToolKind::Hammer(_)) => {
next.hand_l.position = Vec3::new(-15.0, 0.0, 0.0);
next.hand_l.orientation =
Quaternion::rotation_x(-0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-PI / 2.0);;
next.hand_l.scale = Vec3::one() * 1.08;
next.hand_r.position = Vec3::new(3.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-PI / 2.0);
next.hand_r.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(2.0, 0.0, -12.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.57);
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slower * 0.03)
* Quaternion::rotation_x(slowersmooth * 0.1)
* Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06)
* Quaternion::rotation_z((slowersmooth * -0.4).max(0.0));
next.head.scale = Vec3::one() * 1.01;
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1,
);
next.upper_torso.orientation =
Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15)
* Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15)
* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
next.lower_torso.orientation =
Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075)
* Quaternion::rotation_x(0.0 + slower * -0.1)
* Quaternion::rotation_y(slower * -0.1);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
if velocity > 0.5 {
next.foot_l.position =
Vec3::new(-skeleton_attr.foot.0, foot * -6.0, skeleton_attr.foot.2) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(foot * -0.4)
* Quaternion::rotation_z((slower * 0.3).max(0.0));
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position =
Vec3::new(skeleton_attr.foot.0, foot * 6.0, skeleton_attr.foot.2) / 8.0;
next.foot_r.orientation = Quaternion::rotation_x(foot * 0.4)
* Quaternion::rotation_z((slower * 0.3).max(0.0));
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.15);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
} else {
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
-2.5,
skeleton_attr.foot.2 + (slower * 2.5).max(0.0),
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(slower * -0.2 - 0.2)
* Quaternion::rotation_z((slower * 1.0).max(0.0));
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
3.5 - slower * 2.0,
skeleton_attr.foot.2,
) / 8.0;
next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1)
* Quaternion::rotation_z((slower * 0.5).max(0.0));
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
}
next.control.scale = Vec3::one();
next.control.position = Vec3::new(-8.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5)
* Quaternion::rotation_y(slowersmooth * 0.35 - 0.3)
* Quaternion::rotation_z(1.4 + slowersmooth * 0.2);
next.control.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
},
Some(ToolKind::Staff(_)) => {
next.head.orientation =
Quaternion::rotation_x(staff * 0.2) * Quaternion::rotation_z(staff * 0.2);
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(12.0, 8.5, 13.2);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(3.14)
* Quaternion::rotation_z(0.0);
next.upper_torso.orientation = Quaternion::rotation_z(staff * 0.3);
next.lower_torso.orientation = Quaternion::rotation_z(staff * 0.4);
next.control.position = Vec3::new(-20.0, 5.0 + staff * 3.0, 1.0);
next.control.orientation = Quaternion::rotation_x(staff * 1.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
next.head.position = Vec3::new(
0.0,
0.0 + skeleton_attr.head.0 + decel * 0.8,
skeleton_attr.head.1,
);
next.head.orientation = Quaternion::rotation_z(decel * 0.25)
* Quaternion::rotation_x(0.0 + decel * 0.1)
* Quaternion::rotation_y(decel * -0.1);
next.head.scale = Vec3::one() * 1.01;
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0);
next.upper_torso.orientation = Quaternion::rotation_z(decel * -0.2)
* Quaternion::rotation_x(0.0 + decel * -0.2)
* Quaternion::rotation_y(decel * 0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.scale = Vec3::one() / 8.0 * 1.01;
next.lower_torso.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_l.scale = Vec3::one() * 1.01;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.hand_r.scale = Vec3::one() * 1.01;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
},
Some(ToolKind::Debug(_)) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.scale = Vec3::one() * 1.01;
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(PI)
* Quaternion::rotation_y(0.0);
next.main.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
next.torso.orientation = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 8.0 * 1.01;
},
_ => {},
}
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.scale = Vec3::one();
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

View File

@ -64,7 +64,7 @@ impl Animation for BetaAnimation {
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.main.position = Vec3::new(0.0, 5.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
@ -219,7 +219,7 @@ impl Animation for BetaAnimation {
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
@ -227,7 +227,7 @@ impl Animation for BetaAnimation {
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
next.shoulder_r.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one();
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),

View File

@ -152,7 +152,7 @@ impl Animation for ChargeAnimation {
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 0.98;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
@ -223,33 +223,13 @@ impl Animation for ChargeAnimation {
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 0.98;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
next.tail.scale = Vec3::one();
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.1);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.1);
next.shoulder_r.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
@ -294,28 +274,62 @@ impl Animation for ChargeAnimation {
}
match active_tool_kind {
Some(ToolKind::Bow(_)) => {
next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
next.hand_l.position = Vec3::new(2.0, -2.0 + stop * -1.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_r.position = Vec3::new(4.9, 1.0, -5.0);
next.hand_r.position = Vec3::new(5.9, 0.0, -5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(8.0, 2.0, -14.0);
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
* Quaternion::rotation_y(-0.9)
* Quaternion::rotation_z(footrotl * -0.05);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(1.3 + footrotr * -0.06)
* Quaternion::rotation_y(-0.5) //1.9
* Quaternion::rotation_z(footrotr * -0.05);
next.shoulder_r.scale = Vec3::one();
next.jaw.position = Vec3::new(
0.0,
skeleton_attr.jaw.0,
skeleton_attr.jaw.1,
);
next.jaw.orientation = Quaternion::rotation_x(stop * 0.05);
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_z(0.02 * stress * stop + tilt * 2.0) * Quaternion::rotation_x(-0.2 * stop);
next.tail.scale = Vec3::one();
next.main.position = Vec3::new(7.0, 2.0, -13.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
next.hold.position = Vec3::new(1.4, -0.3, -13.8);
next.hold.orientation = Quaternion::rotation_x(-1.6)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 4.0);
next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, -2.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.4)
* Quaternion::rotation_z(stop * -0.6);
@ -325,10 +339,37 @@ impl Animation for ChargeAnimation {
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.hand_r.scale = Vec3::one() * 1.05;
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.1);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.1);
next.shoulder_r.scale = Vec3::one();
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_z(0.02 * stress * stop + tilt * 2.0) * Quaternion::rotation_x(-0.2 * stop);
next.tail.scale = Vec3::one();
next.main.position = Vec3::new(8.0, 8.5, 13.2);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(3.14)

View File

@ -75,10 +75,10 @@ impl Animation for DashAnimation {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
@ -103,13 +103,13 @@ impl Animation for DashAnimation {
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -12.0,
skeleton_attr.foot.2,
);
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(movement * -1.0);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
) / 8.0;
},
StageSection::Charge => {
next.head.position = Vec3::new(
@ -143,7 +143,7 @@ impl Animation for DashAnimation {
2.0 - skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothoril * -7.5,
2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
);
) / 8.0;
next.foot_l.orientation =
Quaternion::rotation_x(-0.6 + footrotl * -0.6)
* Quaternion::rotation_z(-0.2);
@ -152,7 +152,7 @@ impl Animation for DashAnimation {
2.0 + skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothorir * -7.5,
2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
);
) / 8.0;
next.foot_r.orientation =
Quaternion::rotation_x(-0.6 + footrotr * -0.6)
* Quaternion::rotation_z(-0.2);
@ -180,6 +180,7 @@ impl Animation for DashAnimation {
Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
next.control.scale = Vec3::one();
},
_ => {},
}
}
},
@ -203,10 +204,10 @@ impl Animation for DashAnimation {
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
next.hand_r.orientation = Quaternion::rotation_x(1.27);
next.hand_r.scale = Vec3::one() * 1.05;
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(0.0, 6.0, -1.0);
next.main.orientation = Quaternion::rotation_x(-0.3);
next.main.scale = Vec3::one();

View File

@ -8,11 +8,13 @@ pub mod shoot;
pub mod charge;
pub mod dash;
pub mod spin;
pub mod spinmelee;
// Reexports
pub use self::{
alpha::AlphaAnimation, beta::BetaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation, dash::DashAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

View File

@ -213,6 +213,8 @@ impl Animation for RunAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
next.hold.scale = Vec3::one() * 0.0;
} else {
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
@ -335,6 +337,8 @@ impl Animation for RunAnimation {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
next.hold.scale = Vec3::one() * 0.0;
}
next
}

View File

@ -128,7 +128,7 @@ impl Animation for ShootAnimation {
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 0.98;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
@ -293,22 +293,51 @@ impl Animation for ShootAnimation {
match active_tool_kind {
Some(ToolKind::Bow(_)) => {
next.hand_l.position =
Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
Vec3::new(-10.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6 + exp * 0.8)
* Quaternion::rotation_z(-0.3 + exp * 0.9);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(3.0, 2.0, -13.0);
next.hand_r.scale = Vec3::one() * 1.02;
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
* Quaternion::rotation_y(-0.9)
* Quaternion::rotation_z(footrotl * -0.05);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -1.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(1.8 + footrotr * -0.06)
* Quaternion::rotation_y(-0.5) //1.9
* Quaternion::rotation_z(footrotr * -0.05);
next.shoulder_r.scale = Vec3::one();
next.jaw.position = Vec3::new(
0.0,
skeleton_attr.jaw.0,
skeleton_attr.jaw.1,
);
next.jaw.orientation = Quaternion::rotation_x(-0.2);
next.main.position = Vec3::new(7.0, 5.0, -13.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.control.position = Vec3::new(-9.0, 6.0, 8.0);
next.control.position = Vec3::new(6.0, 6.0, 8.0);
next.control.orientation = Quaternion::rotation_x(exp * 0.4)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
@ -318,12 +347,38 @@ impl Animation for ShootAnimation {
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(8.0, 8.5, 13.2);
next.hand_r.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(
0.0,
skeleton_attr.jaw.0,
skeleton_attr.jaw.1,
);
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(2.0);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_z(0.4) * Quaternion::rotation_x(2.0);
next.shoulder_r.scale = Vec3::one();
next.jaw.orientation = Quaternion::rotation_x(-0.2);
next.main.position = Vec3::new(10.0, 12.5, 13.2);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(3.14)
* Quaternion::rotation_z(0.0);

View File

@ -60,11 +60,11 @@ impl Animation for SpinAnimation {
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(0.0, 5.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);

View File

@ -0,0 +1,258 @@
use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f64,
Option<StageSection>,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spinmelee")]
#[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,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let lab = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
let mut next = (*skeleton).clone();
//torso movement
let xshift = if velocity.z.abs() < 0.1 {
((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin()
} else {
0.0
};
let yshift = if velocity.z.abs() < 0.1 {
((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin()
} else {
0.0
};
let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 {
0.5 * ((anim_time as f32).powf(2.0))
} else {
lab as f32 * anim_time as f32 * 0.9
};
let movement = anim_time as f32 * 1.0;
//feet
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(0.0, 5.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position =
Vec3::new(-7.0, 7.0 + movement * -8.0, 2.0 + movement * -6.0);
next.control.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_y(movement * 0.3)
* Quaternion::rotation_z(movement * -1.5);
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0 + movement * -1.0,
skeleton_attr.upper_torso.1 + movement * -2.5,
);
next.upper_torso.orientation = Quaternion::rotation_x(movement * -1.1)
* Quaternion::rotation_z(movement * -0.35);
next.lower_torso.orientation = Quaternion::rotation_z(movement * 0.5);
next.head.position = Vec3::new(
0.0,
skeleton_attr.head.0 - 2.0 + movement * -6.0,
skeleton_attr.head.1 + movement * -4.0,
);
next.head.orientation = Quaternion::rotation_x(movement * 0.9)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.05);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2,
) / 8.0;
next.foot_l.orientation = Quaternion::rotation_x(movement * 0.2);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -12.0,
skeleton_attr.foot.2 + movement * 1.0 + quick * 1.0,
) / 8.0;
next.foot_r.orientation = Quaternion::rotation_x(movement * -1.0)
* Quaternion::rotation_z(movement * -0.8);
},
StageSection::Swing => {
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
next.control.orientation = Quaternion::rotation_x(-PI / 2.0)
* Quaternion::rotation_z(-PI / 2.0);
next.torso.orientation = Quaternion::rotation_z(movement * PI * 2.0);
next.upper_torso.position =
Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
next.upper_torso.orientation = Quaternion::rotation_y(0.3);
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_x(-0.15);
next.lower_torso.orientation = Quaternion::rotation_x(0.2);
},
StageSection::Recover => {
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
next.control.orientation =
Quaternion::rotation_x(-PI / 2.0 + movement * PI / 2.0)
* Quaternion::rotation_z(-PI / 2.0 + movement * PI / 2.0);
next.head.orientation = Quaternion::rotation_x(-0.15 + movement * 0.15);
next.upper_torso.orientation = Quaternion::rotation_y(0.3 + movement * -0.3)
},
_ => {},
}
}
},
Some(ToolKind::Axe(_)) => {
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(PI);
next.hand_l.scale = Vec3::one() * 1.08;
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(0.0, 16.0, 3.0);
next.control.orientation = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4);
next.control.scale = Vec3::one();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(0.08);
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0 - 3.0,
skeleton_attr.upper_torso.1 - 2.0,
);
next.upper_torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.3);
next.upper_torso.scale = Vec3::one();
next.lower_torso.position = Vec3::new(0.0, 3.0, -2.5);
next.lower_torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.7)
* Quaternion::rotation_y(0.0);
next.lower_torso.scale = Vec3::one();
next.torso.position = Vec3::new(
-xshift * (anim_time as f32).min(0.6),
-yshift * (anim_time as f32).min(0.6),
0.0,
) * 1.01;
next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * 1.01;
if velocity.z.abs() > 0.1 {
next.foot_l.position =
Vec3::new(-skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.foot_l.orientation =
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
next.foot_l.scale = Vec3::one();
next.foot_r.position =
Vec3::new(skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.foot_r.orientation = Quaternion::rotation_x(1.0);
next.foot_r.scale = Vec3::one();
} else if speed < 0.5 {
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.foot_l.scale = Vec3::one();
next.foot_r.position =
Vec3::new(skeleton_attr.foot.0, 4.0, skeleton_attr.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
* Quaternion::rotation_y(-0.4);
next.foot_r.scale = Vec3::one();
} else {
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.foot_l.scale = Vec3::one();
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
2.0 + quick * 6.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.foot_r.scale = Vec3::one();
};
},
_ => {},
}
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

View File

@ -23,6 +23,18 @@ impl Animation for WieldAnimation {
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 3.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 3.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let lab = 0.55;
let breathe = (anim_time as f32 + 1.5 * PI).sin();
@ -152,7 +164,7 @@ impl Animation for WieldAnimation {
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 0.98;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
@ -216,7 +228,7 @@ impl Animation for WieldAnimation {
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 0.98;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
@ -280,15 +292,108 @@ impl Animation for WieldAnimation {
* Quaternion::rotation_y(test * 0.02)
* Quaternion::rotation_z(test * 0.02);
next.control.scale = Vec3::one();
next.hold.scale = Vec3::one() * 0.0;
}
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(3.75, -1.5, -0.5);
next.hand_r.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(1.0, 6.0, 1.0);
next.main.orientation = Quaternion::rotation_x(-0.1);
next.control.position = Vec3::new(-7.0, 7.0, -10.0);
next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
* Quaternion::rotation_z(u_slowalt * 0.08);
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_l.scale = Vec3::one() * hand_scale;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_r.scale = Vec3::one() * hand_scale;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.second.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
if velocity < 0.5 {
next.head.position = Vec3::new(
0.0,
-3.5 + skeleton_attr.head.0,
skeleton_attr.head.1 + u_slow * 0.1,
);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.35 + head_look.y.abs());
next.head.scale = Vec3::one() * 1.01;
next.upper_torso.orientation = Quaternion::rotation_x(-0.35)
* Quaternion::rotation_y(u_slowalt * 0.04)
* Quaternion::rotation_z(0.15);
next.lower_torso.position =
Vec3::new(0.0, 1.0 + skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
next.control.orientation = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
next.control.scale = Vec3::one();
} else {
next.control.orientation = Quaternion::rotation_x(2.1)
* Quaternion::rotation_y(-0.4)
* Quaternion::rotation_z(PI - 0.2);
next.control.scale = Vec3::one();
}
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.08;
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
},
Some(ToolKind::Bow(_)) => {
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
next.hand_l.position = Vec3::new(3.0, 2.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
next.hand_r.position = Vec3::new(5.9, 5.5, -5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
@ -298,13 +403,13 @@ impl Animation for WieldAnimation {
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
next.hold.position = Vec3::new(1.2, -1.0, -14.2);
next.hold.orientation = Quaternion::rotation_x(-1.7)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.1);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(-7.0, 3.0, -6.0);
next.control.position = Vec3::new(-7.0, 3.0, -8.0);
next.control.orientation =
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
next.control.scale = Vec3::one();
@ -339,66 +444,39 @@ impl Animation for WieldAnimation {
next.main.scale = Vec3::one() * 1.02;
},
Some(ToolKind::Staff(_)) => {
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_r.scale = Vec3::one() * 1.02;
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_r.scale = Vec3::one() * 1.02;
next.control.position = Vec3::new(7.0, 9.0, -10.0);
next.control.orientation = Quaternion::rotation_x(test * 0.02)
* Quaternion::rotation_y(test * 0.02)
* Quaternion::rotation_z(test * 0.02);
next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.05;
next.hand_r.position = Vec3::new(17.0, 7.5, 2.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.8);
next.hand_r.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.0);
next.main.scale = Vec3::one() * 1.02;
},
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
skeleton_attr.hand.0 - 7.0,
skeleton_attr.hand.1 - 7.0,
skeleton_attr.hand.2 + 10.0,
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_r.scale = Vec3::one() * 1.02;
next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
next.hand_r.scale = Vec3::one() * 1.02;
next.control.position = Vec3::new(7.0, 9.0, -10.0);
next.control.orientation = Quaternion::rotation_x(test * 0.02)
* Quaternion::rotation_y(test * 0.02)
* Quaternion::rotation_z(test * 0.02);
next.control.scale = Vec3::one();
next.shoulder_r.orientation = Quaternion::rotation_z(0.4) * Quaternion::rotation_x(1.0);
next.shoulder_r.scale = Vec3::one();
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.0);
next.main.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(10.0, 12.5, 13.2);
next.main.orientation = Quaternion::rotation_y(3.14);
next.control.position = Vec3::new(-18.0, 1.0, -2.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + u_slow * 0.1)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(u_slowalt * 0.08);
next.control.scale = Vec3::one();
},
_ => {},
}

View File

@ -2338,6 +2338,7 @@ impl FigureMgr {
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
};
anim::biped_large::DashAnimation::update_skeleton(
&target_base,
@ -2417,6 +2418,42 @@ impl FigureMgr {
),
}
},
CharacterState::SpinMelee(s) => {
let stage_progress = match active_tool_kind {
Some(ToolKind::Sword(_)) => {
let stage_time = s.timer.as_secs_f64();
match s.stage_section {
StageSection::Buildup => {
stage_time
/ s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time
/ s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
}
},
_ => state.state_time,
};
anim::biped_large::SpinMeleeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
vel.0,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};