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Merge branch 'quadruped_low_anim_fix' into 'master'
quadruped_low anim fix See merge request veloren/veloren!3957
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commit
6071fe0adb
@ -7,7 +7,7 @@ use common::states::utils::StageSection;
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>);
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type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>);
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type Skeleton = QuadrupedLowSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -16,7 +16,7 @@ impl Animation for ShootAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shoot")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, _global_time, stage_section): Self::Dependency<'_>,
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(ability_id, velocity, _global_time, stage_section): 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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@ -31,37 +31,87 @@ impl Animation for ShootAnimation {
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};
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let twitch1 = (movement1 * 18.0).sin();
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next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
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next.head_upper.orientation =
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Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
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* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
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match ability_id {
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Some("common.abilities.custom.dagon.dagonbombs") => {
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next.head_upper.position =
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Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 - movement1 * 2.0);
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next.head_upper.orientation =
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Quaternion::rotation_x((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3))
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* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
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next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_x(
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(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
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);
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next.head_lower.position =
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Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 - movement1 * 0.5);
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next.head_lower.orientation = Quaternion::rotation_x(
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(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.2) * (0.5 - movement3),
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);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement3 * 0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(0.0);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * 0.5);
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next.chest.orientation = Quaternion::rotation_x(0.0 + movement1 * 0.1);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation = Quaternion::rotation_x(movement1 * 0.15);
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next.tail_front.position =
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Vec3::new(0.0, s_a.tail_front.0 + movement1 * 1.5, s_a.tail_front.1);
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next.tail_front.orientation =
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Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation = Quaternion::rotation_x(0.0);
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if velocity < 0.5 {
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.tail_rear.position =
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Vec3::new(0.0, s_a.tail_rear.0 + movement1 * 1.5, s_a.tail_rear.1);
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next.tail_rear.orientation =
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Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
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next.foot_fl.orientation = Quaternion::rotation_x(movement1 * -0.2);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.orientation = Quaternion::rotation_x(movement1 * -0.2);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_bl.orientation = Quaternion::rotation_x(movement1 * -0.2);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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} else {
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};
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next.foot_br.orientation = Quaternion::rotation_x(movement1 * -0.2);
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if velocity < 0.5 {
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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} else {
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};
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},
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_ => {
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next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
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next.head_upper.orientation =
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Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
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* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
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next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_x(
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(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
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);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(0.0);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation = Quaternion::rotation_x(movement1 * 0.15);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation = Quaternion::rotation_x(0.0);
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if velocity < 0.5 {
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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} else {
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};
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},
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}
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next
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}
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}
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@ -2945,7 +2945,62 @@ impl FigureMgr {
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};
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anim::quadruped_low::ShootAnimation::update_skeleton(
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&target_base,
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(rel_vel.magnitude(), time, Some(s.stage_section)),
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(ability_id, rel_vel.magnitude(), time, Some(s.stage_section)),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::Shockwave(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Charge => stage_time,
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StageSection::Action => {
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stage_time / s.static_data.swing_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::quadruped_low::ShockwaveAnimation::update_skeleton(
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&target_base,
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(
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rel_vel.magnitude(),
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time,
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Some(s.stage_section),
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state.state_time,
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::SpriteSummon(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::quadruped_low::SpriteSummonAnimation::update_skeleton(
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&target_base,
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(
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rel_vel.magnitude(),
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time,
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Some(s.stage_section),
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state.state_time,
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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