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axe basic
This commit is contained in:
parent
33e87de17e
commit
92aa6a1b12
@ -193,7 +193,7 @@
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color: None
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),
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"common.items.weapons.axe.orc_axe-0": (
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vox_spec: ("weapon.axe.2haxe_orc-0", (-1.5, -3.0, -4.5)),
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vox_spec: ("weapon.axe.2haxe_orc-0", (-1.5, -6.0, -4.5)),
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color: None
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),
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"common.items.weapons.axe.worn_iron_axe-0": (
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@ -186,7 +186,7 @@ impl Tool {
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: Duration::from_millis(350),
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base_swing_duration: Duration::from_millis(75),
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base_swing_duration: Duration::from_millis(75), //75
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base_recover_duration: Duration::from_millis(400),
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forward_movement: 0.5,
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},
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@ -199,8 +199,8 @@ impl Tool {
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: Duration::from_millis(500),
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base_swing_duration: Duration::from_millis(75),
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base_recover_duration: Duration::from_millis(1000),
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base_swing_duration: Duration::from_millis(100), //75
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base_recover_duration: Duration::from_millis(500),
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forward_movement: 0.25,
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},
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],
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@ -290,8 +290,8 @@ impl Tool {
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Bow => vec![
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BasicRanged {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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buildup_duration: Duration::from_millis(200),
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recover_duration: Duration::from_millis(300),
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projectile: Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![
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@ -102,56 +102,53 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(slow * -1.3)
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* Quaternion::rotation_z(1.4 + slow * -0.5);
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},
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if let Some(ToolKind::Axe(_)) = active_tool_kind {
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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(1.47) * Quaternion::rotation_y(-0.2);
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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, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05; //next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.position = Vec3::new(0.0, 1.5, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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//* Quaternion::rotation_z(0.0);
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* Quaternion::rotation_z(3.14);
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Some(ToolKind::Axe(_)) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(
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0. + movement2 * 2.0,
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s_a.head.0 + movement2 * 2.0,
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s_a.head.1,
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);
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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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),
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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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next.control.position = Vec3::new(
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-9.0 + movement1 * 0.0 + movement2 * -0.2 + movement3 * 0.0,
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//7.0 + movement1 * -4.0 + movement2 * 5.0 + movement3 * -1.5,
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7.0 + movement1 * -4.0 + movement2 * 5.0 + movement3 * -1.5,
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2.0 + movement1 * 1.0 + movement2 * -6.0 + movement3 * 4.0,
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s_a.ac.0 + movement1 * -1.0 + movement2 * -2.0 + movement3 * 0.0,
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s_a.ac.1 + movement1 * -3.0 + movement2 * 3.0 + movement3 * -3.5,
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s_a.ac.2 + movement1 * 6.0 + movement2 * -15.0 + movement3 * -2.0,
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);
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next.control.orientation = Quaternion::rotation_x(
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s_a.ac.3 + movement1 * 0.0 + movement2 * -3.0 + movement3 * 0.4,
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) * Quaternion::rotation_y(
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s_a.ac.4 + movement1 * -0.0 + movement2 * -0.6 + movement3 * 0.8,
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) * Quaternion::rotation_z(
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s_a.ac.5 + movement1 * -2.0 + movement2 * -1.0 + movement3 * 2.5,
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);
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next.control.orientation =
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//Quaternion::rotation_x(0.2 + movement1 * 0.5 + movement2 * -1.8 + movement3 * 1.6)
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Quaternion::rotation_x(0.2 + movement1 * 0.3 + movement2 * -1.8 + movement3 * 1.6)
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* Quaternion::rotation_y(
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//-0.5 + movement1 * 0.5 + movement2 * -1.0 + movement3 * 0.8,
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-0.5 + movement1 * 0.5 + movement2 * -0.7 + movement3 * 0.8,
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)
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* Quaternion::rotation_z(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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);
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next.control.scale = Vec3::one();
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next.chest.orientation =
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Quaternion::rotation_x(0.0 + movement1 * 0.4 + movement2 * -0.6 + movement3 * 0.4)
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* Quaternion::rotation_y(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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)
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* Quaternion::rotation_z(
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0.0 + movement1 * 1.5 + movement2 * -2.5 + movement3 * 1.5,
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);
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next.head.orientation =
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Quaternion::rotation_z(0.0 + movement1 * -1.0 + movement2 * 2.5 + movement3 * -1.8);
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};
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next.chest.orientation = Quaternion::rotation_x(
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0.0 + movement1 * 0.6 + movement2 * -0.6 + movement3 * 0.4,
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) * Quaternion::rotation_y(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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) * Quaternion::rotation_z(
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0.0 + movement1 * 1.5 + movement2 * -2.5 + movement3 * 1.5,
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);
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next.head.orientation = Quaternion::rotation_z(
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0.0 + movement1 * -1.5 + movement2 * 2.5 + movement3 * -1.0,
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);
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},
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Some(ToolKind::Hammer(_)) => {
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation =
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@ -136,7 +136,7 @@ impl Animation for RunAnimation {
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation =
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Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02);
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next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 + s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_x(0.2)
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@ -2,12 +2,20 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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use common::{comp::item::ToolKind, states::utils::StageSection};
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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Vec3<f32>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -17,12 +25,21 @@ impl Animation for ShootAnimation {
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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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(active_tool_kind, _second_tool_kind, velocity, _global_time): Self::Dependency,
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(
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active_tool_kind,
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_second_tool_kind,
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velocity,
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orientation,
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last_ori,
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_global_time,
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stage_section,
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): 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 speed = Vec2::<f32>::from(velocity).magnitude();
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let mut next = (*skeleton).clone();
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@ -38,22 +55,6 @@ impl Animation for ShootAnimation {
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let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(exp * -0.4)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(exp * 0.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0 - exp * 1.5, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_z(0.4 + exp * 1.0)
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* Quaternion::rotation_x(0.0 + exp * 0.2)
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* Quaternion::rotation_y(exp * -0.08);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + exp * 1.0, s_a.belt.1);
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next.belt.orientation = next.chest.orientation * -0.1;
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + exp * 1.0, s_a.shorts.1);
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next.shorts.orientation = next.chest.orientation * -0.08;
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match active_tool_kind {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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@ -72,54 +73,50 @@ impl Animation for ShootAnimation {
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5 + exp * 1.5);
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},
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Some(ToolKind::Bow) => {
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next.hand_l.position = Vec3::new(
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s_a.bhl.0 - exp * 2.0,
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s_a.bhl.1 - exp * 4.0,
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s_a.bhl.2 + exp * 6.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3)
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* Quaternion::rotation_y(s_a.bhl.4 + exp * 0.8)
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* Quaternion::rotation_z(s_a.bhl.5 + exp * 0.9);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhl.3)
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* Quaternion::rotation_y(s_a.bhr.4)
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* Quaternion::rotation_z(s_a.bhr.5);
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Some(ToolKind::Bow(_)) => {
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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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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(
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s_a.bhl.0 + movement2 * -5.0,
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s_a.bhl.1 + movement2 * -10.0,
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s_a.bhl.2 + movement2 * -7.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3 + movement2 * 0.5);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, 4.0 + s_a.bc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + exp * 0.4);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2 + movement2 * 5.0);
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next.hold.orientation = Quaternion::rotation_x(-1.57);
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next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2);
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next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(s_a.bc.4 - 1.25)
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* Quaternion::rotation_z(s_a.bc.5 - 0.1);
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next.chest.orientation = Quaternion::rotation_z(0.8);
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next.head.position = Vec3::new(0.0 + movement1 * -2.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(movement1 * -0.8);
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if speed < 0.5 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 - 3.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.3);
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} else {
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};
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},
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_ => {},
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}
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if velocity > 0.5 {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 - foot * 1.0 + exp * -1.0,
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foote * 0.8 + exp * 1.5,
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s_a.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(exp * 0.5)
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* Quaternion::rotation_z(exp * 0.4)
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* Quaternion::rotation_y(0.15);
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next.foot_r.position = Vec3::new(
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s_a.foot.0 + foot * 1.0 + exp * 1.0,
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foote * -0.8 + exp * -1.0,
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_x(exp * -0.5)
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* Quaternion::rotation_z(exp * 0.4)
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* Quaternion::rotation_y(0.0);
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next.torso.orientation = Quaternion::rotation_x(-0.15);
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} else {
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next.foot_l.position = Vec3::new(-s_a.foot.0, -2.5, s_a.foot.2 + exp * 2.5);
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next.foot_l.orientation =
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Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - exp * 2.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5);
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}
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next.back.orientation = Quaternion::rotation_x(-0.3);
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|
@ -5,15 +5,13 @@ use super::{
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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 Input {
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pub attack: bool,
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}
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pub struct SpinAnimation;
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impl Animation for SpinAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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);
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@ -25,7 +23,7 @@ impl Animation for SpinAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
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(active_tool_kind, _second_tool_kind, _velocity, _global_time, 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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@ -34,7 +32,6 @@ impl Animation for SpinAnimation {
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let mut next = (*skeleton).clone();
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let lab = 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).powf(1.8), 0.0),
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@ -54,157 +51,178 @@ impl Animation for SpinAnimation {
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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if let Some(ToolKind::Sword) = active_tool_kind {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement3 * -10.0,
|
||||
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + movement2 * -2.0,
|
||||
2.0 + movement2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(movement2 * -0.4);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement3 * -10.0,
|
||||
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + movement2 * -2.0,
|
||||
2.0 + movement2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(movement2 * -0.4);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
|
||||
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1)
|
||||
* Quaternion::rotation_z(
|
||||
-1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5,
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
|
||||
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1)
|
||||
* Quaternion::rotation_z(
|
||||
-1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5,
|
||||
);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1)
|
||||
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
|
||||
|
||||
next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0) * (1.0 - movement3),
|
||||
s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0) * (1.0 - movement3),
|
||||
s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0) * (1.0 - movement3),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6) * (1.0 - movement3),
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3),
|
||||
) * Quaternion::rotation_z(
|
||||
s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5) * (1.0 - movement3),
|
||||
);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x((0.4 + movement2 * -0.5) * (1.0 - movement3))
|
||||
* Quaternion::rotation_y(
|
||||
(0.0 + movement1 * -0.1 + movement2 * 0.0) * (1.0 - movement3),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
(0.5 + movement1 * -0.6 + movement2 * 0.6) * (1.0 - movement3),
|
||||
);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(0.0 + movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.0 + movement1 * 0.0 + movement3 * -0.0)
|
||||
* Quaternion::rotation_z(
|
||||
(1.0 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3),
|
||||
);
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
(-1.0
|
||||
+ 1.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin())
|
||||
* (1.0 - movement3),
|
||||
);
|
||||
next.torso.orientation = Quaternion::rotation_z(
|
||||
(movement1.powf(2.0) * -6.0 + movement2 * -1.7 + movement3 * 1.4),
|
||||
);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 0.5);
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0) * (1.0 - movement3),
|
||||
s_a.foot.1,
|
||||
s_a.foot.2 + (movement2 * 6.0) * (1.0 - movement3),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x((movement1 * 0.2 + movement2 * 0.5) * (1.0 - movement3))
|
||||
* Quaternion::rotation_y((movement2 * 0.5) * (1.0 - movement3));
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 1.5);
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0) * (1.0 - movement3),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(
|
||||
(movement1 * -0.5 + movement2 * -0.5) * (1.0 - movement3),
|
||||
);
|
||||
},
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1)
|
||||
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
|
||||
|
||||
next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28);
|
||||
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05; //next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.position = Vec3::new(0.0, 1.5, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
//* Quaternion::rotation_z(0.0);
|
||||
* Quaternion::rotation_z(PI);
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.2 + spin * -2.0)
|
||||
* Quaternion::rotation_z(1.4 + spin * 0.1);
|
||||
next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(spin * -0.25)
|
||||
* Quaternion::rotation_x(0.0 + spin * -0.1)
|
||||
* Quaternion::rotation_y(spin * -0.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_z(spin * 0.1)
|
||||
* Quaternion::rotation_x(0.0 + spin * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.2);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
//-9.2 + movement1 * 0.0 + movement2.powf(2.0) * 9.0 + movement3 * 0.0,
|
||||
-9.2 + movement1 * 0.0 + movement2 * 9.0 + movement3 * 0.0,
|
||||
6.5 + movement1 * 0.6 + movement2 * 3.0 + movement3 * -0.0,
|
||||
//1.0 + movement1 * 7.0 + movement2.powf(2.0) * -9.5 + movement3 * -0.0,
|
||||
1.0 + (movement1 * 0.75 * PI).sin() * 5.0 + movement2 * -7.0 + movement3 * -0.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
//Quaternion::rotation_x(0.5 + movement1 * 1.0 + movement2 * -2.6 + movement3 * -0.0)
|
||||
Quaternion::rotation_x(0.5 + (movement1 * 1.5 * PI).sin() * 1.0 + movement2 * -0.6 + movement3 * -0.0)
|
||||
* Quaternion::rotation_y(
|
||||
-0.2 + movement1 * 0.2 + movement2 * 0.0 + movement3 * 0.0,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
|
||||
);
|
||||
next.control.scale = Vec3::one();
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = next.chest.orientation * -0.1;
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.2 + movement1 * 0.0 + movement2 * -0.5 + movement3 * 0.0)
|
||||
* Quaternion::rotation_y(
|
||||
0.0 + movement1 * -0.1 + movement2 * 0.0 + movement3 * -0.0,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
0.5 + movement1 * -0.6 + movement2 * 0.6 + movement3 * 0.0,
|
||||
);
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.belt.orientation = next.chest.orientation * -0.08;
|
||||
next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3));
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(0.0 + movement1 * 0.0 + movement2 * -0.0);
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(0.0 + movement1 * 0.0 + movement2 * -0.0);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.0 + movement1 * 0.0 + movement3 * -0.0)
|
||||
* Quaternion::rotation_z(
|
||||
-0.3 + movement1 * 0.4 + movement2 * -0.5 + movement3 * 0.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
-1.0 + 1.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1.powf(2.0) * -6.0 + movement2 * -0.7);
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
|
||||
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
if let Some( ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind
|
||||
{
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.2 + spin * -2.0)
|
||||
* Quaternion::rotation_z(1.4 + spin * 0.1);
|
||||
next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(spin * -0.25)
|
||||
* Quaternion::rotation_x(0.0 + spin * -0.1)
|
||||
* Quaternion::rotation_y(spin * -0.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_z(spin * 0.1)
|
||||
* Quaternion::rotation_x(0.0 + spin * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.2);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = next.chest.orientation * -0.1;
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.belt.orientation = next.chest.orientation * -0.08;
|
||||
next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3));
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
|
||||
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -90,7 +90,9 @@ impl Animation for SpinMeleeAnimation {
|
||||
next.belt.orientation = Quaternion::rotation_x(0.1);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.2);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, s_a.head.1 + 1.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(PI);
|
||||
|
@ -825,31 +825,35 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::BasicRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else {
|
||||
anim::character::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
CharacterState::BasicRanged(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ChargedMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
@ -881,32 +885,6 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ChargedRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else {
|
||||
anim::character::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
},
|
||||
CharacterState::RepeaterRanged(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
@ -1199,6 +1177,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
|
Loading…
Reference in New Issue
Block a user