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Golem spinmelee anim
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@ -1,6 +1,6 @@
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SpinMelee(
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buildup_duration: 100,
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swing_duration: 400,
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swing_duration: 300,
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recover_duration: 100,
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base_damage: 500,
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knockback: 0.0,
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@ -3,11 +3,12 @@ pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod shockwave;
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pub mod spinmelee;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
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shockwave::ShockwaveAnimation,
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shockwave::ShockwaveAnimation, spinmelee::SpinMeleeAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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85
voxygen/anim/src/golem/spinmelee.rs
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85
voxygen/anim/src/golem/spinmelee.rs
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@ -0,0 +1,85 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct SpinMeleeAnimation;
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impl Animation for SpinMeleeAnimation {
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type Dependency = Option<StageSection>;
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_spinmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_spinmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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stage_section: Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let mut next = (*skeleton).clone();
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
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next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0;
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next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
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next.lower_torso.position =
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Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + movement1 * 5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_y(movement1 * 0.0)
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* Quaternion::rotation_x(movement1 * 1.2 * (1.0 - movement3));
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_y(movement1 * 0.0)
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* Quaternion::rotation_x(movement1 * -1.2 * (1.0 - movement3));
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * (1.0 - movement3));
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + movement1 * 5.0);
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next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * (1.0 - movement3));
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next.leg_l.position = Vec3::new(
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-s_a.leg.0 + movement1 * 3.0,
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s_a.leg.1,
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s_a.leg.2 + movement1 * 5.0,
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) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_x(0.0);
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next.leg_r.position = Vec3::new(
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s_a.leg.0 - movement1 * 3.0,
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s_a.leg.1,
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s_a.leg.2 + movement1 * 5.0,
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) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_x(0.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
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next.foot_l.orientation = Quaternion::rotation_x(0.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
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next.foot_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next
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}
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}
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@ -3128,6 +3128,31 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SpinMelee(s) => {
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let stage_progress = {
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let stage_time = s.timer.as_secs_f64();
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match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f64()
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},
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StageSection::Swing => {
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stage_time / s.static_data.swing_duration.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f64()
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},
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_ => 0.0,
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}
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};
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anim::golem::SpinMeleeAnimation::update_skeleton(
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&target_base,
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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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// TODO!
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_ => target_base,
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};
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