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https://gitlab.com/veloren/veloren.git
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attack state
Former-commit-id: a97fc3466bb92a12ea59376f058864846ef125f3
This commit is contained in:
parent
54c78479c3
commit
921019cf68
@ -253,6 +253,7 @@ pub enum Animation {
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Run,
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Jump,
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Gliding,
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Attack,
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}
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impl Component for AnimationHistory {
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@ -86,7 +86,7 @@ impl<'a> System<'a> for Sys {
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if control.move_dir.magnitude() > 0.01 {
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Animation::Run
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} else {
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Animation::Idle
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Animation::Attack
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}
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} else if gliding {
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Animation::Gliding
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116
voxygen/src/anim/character/attack.rs
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116
voxygen/src/anim/character/attack.rs
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@ -0,0 +1,116 @@
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// Standard
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use std::{f32::consts::PI, ops::Mul};
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// Library
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use vek::*;
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// Local
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use super::{super::Animation, CharacterSkeleton, SCALE};
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pub struct Input {
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pub attack: bool,
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}
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pub struct AttackAnimation;
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impl Animation for AttackAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 1.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-6.0,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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9.0,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
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next.weapon.ori = Quaternion::rotation_z(wave * 1.0);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.l_hold.offset = Vec3::new(0.0, 0.0, 5.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(-2.0, -2.5, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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}
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}
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@ -102,15 +102,23 @@ impl Animation for GlidingAnimation {
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
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next.draw.ori = Quaternion::rotation_y(wave_very_slow_cos * 0.05);
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next.draw.scale = Vec3::one();
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next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
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next.torso.scale = Vec3::one() / 11.0;
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next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
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next.draw.ori = Quaternion::rotation_y(wave_very_slow_cos * 0.05);
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next.draw.scale = Vec3::one();
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next
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}
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}
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@ -96,13 +96,23 @@ impl Animation for IdleAnimation {
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next
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}
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}
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@ -75,13 +75,24 @@ impl Animation for JumpAnimation {
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next
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}
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}
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@ -2,12 +2,15 @@ pub mod gliding;
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pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod attack;
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// Reexports
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pub use self::gliding::GlidingAnimation;
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pub use self::idle::IdleAnimation;
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pub use self::jump::JumpAnimation;
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pub use self::run::RunAnimation;
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pub use self::attack::AttackAnimation;
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// Crate
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use crate::render::FigureBoneData;
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@ -30,6 +33,8 @@ pub struct CharacterSkeleton {
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l_shoulder: Bone,
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r_shoulder: Bone,
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draw: Bone,
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l_hold: Bone,
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r_hold: Bone,
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torso: Bone,
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}
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@ -48,6 +53,8 @@ impl CharacterSkeleton {
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l_shoulder: Bone::default(),
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r_shoulder: Bone::default(),
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draw: Bone::default(),
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l_hold: Bone::default(),
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r_hold: Bone::default(),
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torso: Bone::default(),
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}
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}
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@ -58,6 +65,7 @@ impl Skeleton for CharacterSkeleton {
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let chest_mat = self.chest.compute_base_matrix();
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let torso_mat = self.torso.compute_base_matrix();
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let l_hand_mat = self.l_hand.compute_base_matrix();
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let weapon_mat = self.weapon.compute_base_matrix();
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[
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FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat),
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@ -67,14 +75,14 @@ impl Skeleton for CharacterSkeleton {
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FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * weapon_mat),
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FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
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FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
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FigureBoneData::new(torso_mat * weapon_mat * self.l_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat * weapon_mat * self.r_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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]
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}
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@ -91,6 +99,8 @@ impl Skeleton for CharacterSkeleton {
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self.l_shoulder.interpolate(&target.l_shoulder);
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self.r_shoulder.interpolate(&target.r_shoulder);
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self.draw.interpolate(&target.draw);
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self.l_hold.interpolate(&target.l_hold);
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self.r_hold.interpolate(&target.r_hold);
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self.torso.interpolate(&target.torso);
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}
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}
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@ -80,6 +80,14 @@ impl Animation for RunAnimation {
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next
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}
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}
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@ -69,8 +69,8 @@ impl FigureModelCache {
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Some(Self::load_left_shoulder(body.shoulder)),
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Some(Self::load_right_shoulder(body.shoulder)),
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Some(Self::load_draw(body.draw)),
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None,
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None,
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Some(Self::load_left_hold(body.hand)),
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Some(Self::load_right_hold(body.hand)),
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None,
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None,
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],
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@ -221,7 +221,7 @@ impl FigureModelCache {
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// TODO actually match against other weapons and set the right model
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_ => "weapon/sword/sword_wood_2h.vox",
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},
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Vec3::new(0.0, 0.0, -4.0),
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Vec3::new(-6.5, -1.5, -4.0),
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)
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}
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@ -242,6 +242,7 @@ impl FigureModelCache {
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Vec3::new(2.5, -0.5, 0.0),
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)
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}
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fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match draw {
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@ -251,6 +252,24 @@ impl FigureModelCache {
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)
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}
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fn load_left_hold(hand: Hand) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match hand {
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Hand::Default => "figure/body/hand.vox",
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},
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Vec3::new(0.0, -2.5, 0.0),
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)
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}
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fn load_right_hold(hand: Hand) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match hand {
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Hand::Default => "figure/body/hand.vox",
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},
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Vec3::new(-2.0, -2.5, 0.0),
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)
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}
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fn load_pig_head(pig_head: PigHead) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match pig_head {
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@ -362,6 +381,11 @@ impl FigureMgr {
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time,
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animation_history.time,
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),
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comp::Animation::Attack => character::AttackAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_history.time,
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),
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comp::Animation::Gliding => {
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character::GlidingAnimation::update_skeleton(
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state.skeleton_mut(),
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