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Axe MeleeLeap character animation
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@ -34,21 +34,6 @@ impl Animation for LeapAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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// Spin stuff here
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.32).sin());
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
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let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
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// end spin stuff
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let movement = (anim_time as f32 * 1.0).min(1.0);
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if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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@ -162,93 +147,144 @@ impl Animation for LeapAnimation {
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}
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}
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} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
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//INTENTION: SWORD
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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//next.main.position = Vec3::new(0.0, 0.0, 10.0);
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next.main.position = Vec3::new(0.0, 0.0, -5.0);
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next.main.orientation = Quaternion::rotation_x(1.6)
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.4);
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next.main.scale = Vec3::one();
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
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next.control.orientation = Quaternion::rotation_x(0.6 + spinhalf * -3.3)
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* Quaternion::rotation_y(0.2 + spin * -2.0)
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* Quaternion::rotation_z(1.4 + spin * 0.1);
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next.control.position = Vec3::new(-3.0, 11.0, 3.0);
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next.control.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(-0.5)
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* Quaternion::rotation_z(PI - 0.2);
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next.control.scale = Vec3::one();
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next.head.position = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0 + spin * -0.8,
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(spin * -0.25)
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* Quaternion::rotation_x(0.0 + spin * -0.1)
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* Quaternion::rotation_y(spin * -0.2);
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next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation = Quaternion::rotation_z(spin * 0.1)
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* Quaternion::rotation_x(0.0 + spin * 0.1)
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* Quaternion::rotation_y(decel * -0.2);
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next.chest.scale = Vec3::one();
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = next.chest.orientation * -0.1;
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next.belt.scale = Vec3::one();
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.belt.orientation = next.chest.orientation * -0.08;
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next.shorts.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3))
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.3);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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next.control.position = Vec3::new(
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- 10.0 + movement * 5.0,
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11.0 + movement * - 26.0,
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3.0 + movement * 6.0
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);
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next.control.orientation = Quaternion::rotation_x(1.8 + movement * -1.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x(movement * -0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * 0.5);
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// Stuff after the branch in the spin animation file
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next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * -0.4);
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next.l_foot.position =
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Vec3::new(-skeleton_attr.foot.0, foot * 1.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0 - movement * 6.0,
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skeleton_attr.foot.2 + 6.0 - movement * 6.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(0.6 + movement * -0.4);
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next.r_foot.position =
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Vec3::new(skeleton_attr.foot.0, foot * -1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.belt.orientation = Quaternion::rotation_x(movement * 0.22);
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next.shorts.orientation = Quaternion::rotation_x(movement * 0.3);
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},
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next.l_shoulder.position = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.orientation = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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StageSection::Movement => {
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next.control.position = Vec3::new(
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0.0,
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-15.0 + movement * 5.0, //11
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9.0 - movement * 5.0,
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);
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next.control.orientation = Quaternion::rotation_x(0.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x((-0.3 + movement * 6.0).min(0.3))
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4)
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* Quaternion::rotation_y(movement * -0.1)
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* Quaternion::rotation_z(movement * 0.4);
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next.r_shoulder.position = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.orientation = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.l_foot.position = Vec3::new(
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- skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(0.9);
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next.glider.position = Vec3::new(0.0, 5.0, 0.0);
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next.glider.orientation = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(0.9);
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next.lantern.position = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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next.lantern.orientation =
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Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_x(movement * - 1.8 * PI);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.position = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.orientation = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.belt.orientation = Quaternion::rotation_x(0.22 + movement * 0.1);
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next.shorts.orientation = Quaternion::rotation_x(0.3 + movement * 0.1);
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},
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StageSection::Swing => {
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next.control.position =
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Vec3::new(0.0, 12.0 + movement * 8.0, 6.0 + movement * -6.0);
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next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.9)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.7 + movement * -0.7);
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next.head.orientation = Quaternion::rotation_x(movement * 0.2)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(-0.6 + movement * 0.6);
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next.r_control.position = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.orientation = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next.l_hand.position = Vec3::new(-12.0 + movement * 8.0, 0.0, 0.0);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 - 5.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(0.9);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation = Quaternion::rotation_x(-0.8);
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next.torso.orientation = Quaternion::rotation_x(-1.9 * PI - movement * 0.3 * PI);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(-4.0, 20.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-2.7)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x(-0.3 + movement * 0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.l_hand.position = Vec3::new(-2.0, 0.0, 0.0);
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},
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_ => {},
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}
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}
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}
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//next.lantern.position = Vec3::new(
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