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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
starting foot movement with attacks, clearing some dead code
This commit is contained in:
parent
550dd144bc
commit
a6537ed69b
@ -9,12 +9,12 @@ pub struct Input {
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pub struct AttackAnimation;
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impl Animation for AttackAnimation {
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type Dependency = (Option<ToolKind>, f64);
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type Dependency = (Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _global_time): Self::Dependency,
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(active_tool_kind, velocity, _global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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@ -25,10 +25,9 @@ impl Animation for AttackAnimation {
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 13.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 15.0).sin());
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* ((anim_time as f32 * lab as f32 * 13.0).sin());
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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@ -52,7 +51,7 @@ impl Animation for AttackAnimation {
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Some(ToolKind::Sword(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0,
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);
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next.head.ori = Quaternion::rotation_z(slow * 0.08)
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@ -91,13 +90,18 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(slow * 1.5)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0);
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0);
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next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Axe(_)) => {
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next.head.offset = Vec3::new(
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@ -145,6 +149,11 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.7 + slowax * -1.9);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
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@ -159,13 +168,13 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + slower * 3.0,
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0.0 + skeleton_attr.neck_forward + slower * -3.0,
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 12.0,
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);
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next.head.ori = Quaternion::rotation_z(slower * 0.25)
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* Quaternion::rotation_x(0.0 + slower * 0.2)
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* Quaternion::rotation_y(slower * 0.2);
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next.head.ori = Quaternion::rotation_z(slower * 0.05)
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* Quaternion::rotation_x(0.0 + slower * 0.05)
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* Quaternion::rotation_y(slower * 0.05);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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@ -181,12 +190,53 @@ impl Animation for AttackAnimation {
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = next.chest.ori * -0.15;
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next.shorts.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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if velocity > 0.5 {
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next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.4)
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* Quaternion::rotation_z((slower * 0.6).max(0.0));
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.4)
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* Quaternion::rotation_z((slower * 0.6).max(0.0));
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.15);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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} else {
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next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (slower * 2.5).max(0.0));
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next.l_foot.ori = Quaternion::rotation_x(slower * -0.2 - 0.2)
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* Quaternion::rotation_z((slower * 1.0).max(0.0));
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 3.5 - slower * 2.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(slower * 0.1)
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* Quaternion::rotation_z((slower * 0.5).max(0.0));
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
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next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + 1.57);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Staff(_)) => {
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next.head.offset = Vec3::new(
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@ -233,6 +283,11 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(slow * 1.5)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Shield(_)) => {
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next.head.offset = Vec3::new(
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@ -285,6 +340,11 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Bow(_)) => {
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next.head.offset = Vec3::new(
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@ -335,6 +395,11 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.offset = Vec3::new(
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@ -387,6 +452,11 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Debug(_)) => {
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next.head.offset = Vec3::new(
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@ -439,9 +509,15 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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_ => {},
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}
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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@ -458,11 +534,6 @@ impl Animation for AttackAnimation {
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next.lantern.ori = Quaternion::rotation_x(0.0);
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next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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@ -1,6 +1,5 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::f32::consts::PI;
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use vek::*;
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pub struct Input {
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@ -21,7 +20,7 @@ impl Animation for ChargeAnimation {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let constant = 8.0;
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let lab = 1.0;
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let foot = (((5.0)
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@ -29,36 +28,18 @@ impl Animation for ChargeAnimation {
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 15.0).sin());
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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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 slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let slowax = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
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let constant = 8.0;
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let wave_cos = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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5.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 19.0 + wave_cos * 2.0,
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);
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match active_tool_kind {
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//TODO: Inventory
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@ -98,9 +79,9 @@ impl Animation for ChargeAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 3.0);
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next.control.ori = Quaternion::rotation_x(-1.2)
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* Quaternion::rotation_y(slow * 1.5)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + slow * 0.1);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
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@ -109,360 +90,17 @@ impl Animation for ChargeAnimation {
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next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
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next.r_foot.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + slowax * 2.0,
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-2.0 + skeleton_attr.neck_forward + slowax * -2.0,
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skeleton_attr.neck_height + 20.0,
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);
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next.head.ori = Quaternion::rotation_z(slowax * 0.25)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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* Quaternion::rotation_y(slowax * 0.2);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(slowax * 0.2)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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* Quaternion::rotation_y(slowax * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(slowax * 0.1)
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* Quaternion::rotation_x(0.0 + slowax * 0.1)
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* Quaternion::rotation_y(slowax * 0.1);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.belt.ori = Quaternion::rotation_z(slowax * 0.08)
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* Quaternion::rotation_x(0.0 + slowax * 0.08)
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* Quaternion::rotation_y(slowax * 0.08);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(-2.5, 9.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-6.0, 10.0, -5.0);
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next.main.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.8);
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next.main.scale = Vec3::one();
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|
||||
next.control.offset = Vec3::new(0.0, 0.0 + slowax * 8.2, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.8)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(-0.7 + slowax * -1.9);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
|
||||
|
||||
//0,1,5
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right + slower * 3.0,
|
||||
-2.0 + skeleton_attr.neck_forward + slower * -3.0,
|
||||
skeleton_attr.neck_height + 19.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(slower * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + slower * 0.2)
|
||||
* Quaternion::rotation_y(slower * 0.2);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(slower * 0.2)
|
||||
* Quaternion::rotation_x(0.0 + slower * 0.2)
|
||||
* Quaternion::rotation_y(slower * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(slower * 0.1)
|
||||
* Quaternion::rotation_x(0.0 + slower * 0.1)
|
||||
* Quaternion::rotation_y(slower * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(slower * 0.08)
|
||||
* Quaternion::rotation_x(0.0 + slower * 0.08)
|
||||
* Quaternion::rotation_y(slower * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
|
||||
next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.4 + 1.57);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||
skeleton_attr.neck_height + 21.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.1);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -4.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||
* Quaternion::rotation_y(slow * 1.5)
|
||||
* Quaternion::rotation_z(1.4 + slow * 0.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||
skeleton_attr.neck_height + 21.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.1);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||
skeleton_attr.neck_height + 21.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.1);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||
skeleton_attr.neck_height + 21.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.1);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||
skeleton_attr.neck_height + 21.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.1);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 12.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(0.5);
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
@ -1,285 +0,0 @@
|
||||
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
|
||||
|
||||
use common::comp::item::ToolKind;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use vek::*;
|
||||
|
||||
pub struct Input {
|
||||
pub attack: bool,
|
||||
}
|
||||
pub struct CidleAnimation;
|
||||
|
||||
impl Animation for CidleAnimation {
|
||||
type Dependency = (Option<ToolKind>, f64);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave_ultra_slow = (anim_time as f32 * 0.5 + PI).sin();
|
||||
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
|
||||
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
|
||||
let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
|
||||
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 1.5)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.3,
|
||||
((global_time + anim_time) as f32 / 1.5)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.15,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.5,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.6,
|
||||
);
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
|
||||
next.chest.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.04);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 5.0 + wave_ultra_slow * 0.5);
|
||||
next.belt.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.03);
|
||||
next.belt.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 2.0 + wave_ultra_slow * 0.5);
|
||||
next.shorts.ori = Quaternion::rotation_x(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.5 + wave_ultra_slow_cos * 1.0,
|
||||
-0.5 + wave_ultra_slow_cos * 0.5,
|
||||
6.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(-0.25);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(
|
||||
-3.0 + wave_ultra_slow_cos * 1.0,
|
||||
6.5 + wave_ultra_slow_cos * 0.5,
|
||||
6.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.13)
|
||||
* Quaternion::rotation_z(2.98)
|
||||
* Quaternion::rotation_y(-0.50);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-5.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
|
||||
8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
|
||||
-0.5 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(1.70)
|
||||
* Quaternion::rotation_y(-0.25)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.75 + skeleton_attr.weapon_y,
|
||||
-2.5,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(wave_ultra_slow * 0.2);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
1.0 + wave_ultra_slow_cos * 0.5,
|
||||
5.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.0;
|
||||
next.r_hand.offset = Vec3::new(
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
-1.5 + wave_ultra_slow_cos * 0.5,
|
||||
-2.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
|
||||
8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
|
||||
17.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3 + PI)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
3.5 + wave_ultra_slow_cos * 0.5,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
3.0 + wave_ultra_slow_cos * 0.5,
|
||||
-2.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
|
||||
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-1.0 + wave_ultra_slow_cos * 1.0,
|
||||
3.0 + wave_ultra_slow_cos * 0.5,
|
||||
5.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(
|
||||
1.0 + wave_ultra_slow_cos * 1.0,
|
||||
8.0 + wave_ultra_slow_cos * 0.5,
|
||||
2.5 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-4.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
|
||||
15.0 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
|
||||
-4.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.4)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
3.5 + wave_ultra_slow_cos * 0.5,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave_ultra_slow * -0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.75 + skeleton_attr.weapon_y,
|
||||
-2.5,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(wave_ultra_slow * 0.2);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
next.l_foot.offset = Vec3::new(-3.4, -1.5, 8.0 + wave_slow * 0.2);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.015);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.0, 8.0 + wave_slow_cos * 0.2);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.015);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.glider.ori = Quaternion::rotation_y(0.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.lantern.ori = Quaternion::rotation_x(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,175 +0,0 @@
|
||||
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
|
||||
use common::comp::item::ToolKind;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use vek::*;
|
||||
|
||||
pub struct WieldAnimation;
|
||||
|
||||
impl Animation for WieldAnimation {
|
||||
type Dependency = (f32, f64);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave = (anim_time as f32 * 12.0).sin();
|
||||
let wave_cos = (anim_time as f32 * 12.0).cos();
|
||||
let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
|
||||
let wave_cos_dub = (anim_time as f32 * 24.0).cos();
|
||||
let wave_stop = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
|
||||
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.2,
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.1,
|
||||
);
|
||||
|
||||
match ToolKind::Bow {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.l_hand.offset = Vec3::new(0.0, -5.0, -5.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.offset = Vec3::new(0.0, -6.0, -8.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0, 4.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::Axe => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::Hammer => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 8.25, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 7.0, -1.5);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.75 + skeleton_attr.weapon_y,
|
||||
-2.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.2)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::Staff => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::SwordShield => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::Bow => {
|
||||
next.l_hand.offset = Vec3::new(-4.0, 5.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.9)
|
||||
* Quaternion::rotation_z(0.85);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(2.0, 8.0, -3.5);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.7)
|
||||
* Quaternion::rotation_z(0.85);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
9.0 + skeleton_attr.weapon_x,
|
||||
10.0 + skeleton_attr.weapon_y,
|
||||
-3.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.7)
|
||||
* Quaternion::rotation_z(0.85 + 3.14);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
ToolKind::Daggers => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.weapon.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.weapon.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -12,33 +12,31 @@ impl Animation for EquipAnimation {
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _velocity, global_time): Self::Dependency,
|
||||
(active_tool_kind, velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 1.0;
|
||||
let foot = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 1.6).sin());
|
||||
* ((anim_time as f32 * lab as f32 * 10.6).sin());
|
||||
let short = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 10.6).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 1.6).sin());
|
||||
let long = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 0.8).sin());
|
||||
* ((anim_time as f32 * lab as f32 * 10.6).sin());
|
||||
|
||||
let equip_slow = 1.0 + (anim_time as f32 * 1.2 + PI).cos();
|
||||
let equip_slowa = 1.0 + (anim_time as f32 * 1.2 + PI / 4.0).cos();
|
||||
let equip_slow = 1.0 + (anim_time as f32 * 12.0 + PI).cos();
|
||||
let equip_slowa = 1.0 + (anim_time as f32 * 12.0 + PI / 4.0).cos();
|
||||
|
||||
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
|
||||
let wave_ultra_slow = (anim_time as f32 * 10.0 + PI).sin();
|
||||
let wave_ultra_slow_cos = (anim_time as f32 * 30.0 + PI).cos();
|
||||
|
||||
let wave = (anim_time as f32 * 1.0).sin();
|
||||
let wave = (anim_time as f32 * 10.0).sin();
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
@ -217,15 +215,25 @@ impl Animation for EquipAnimation {
|
||||
.sin()
|
||||
* 0.1,
|
||||
);
|
||||
|
||||
|
||||
|
||||
if velocity > 0.5 {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.2,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2)
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x- short * 0.2)
|
||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
|
||||
next.chest.ori = Quaternion::rotation_z(short * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
@ -238,17 +246,45 @@ impl Animation for EquipAnimation {
|
||||
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
next
|
||||
} else {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.2,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x)
|
||||
* Quaternion::rotation_x(head_look.y);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(0.0);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(0.0);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = Quaternion::rotation_z(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
next
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,252 +0,0 @@
|
||||
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
|
||||
use common::comp::item::ToolKind;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
use vek::*;
|
||||
|
||||
pub struct IdleEquipAnimation;
|
||||
|
||||
impl Animation for IdleEquipAnimation {
|
||||
type Dependency = (Option<ToolKind>, f32, f64);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
let _lab = 1.0;
|
||||
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
|
||||
let equip_slow = 1.0 + (anim_time as f32 * 10.0 + PI).cos();
|
||||
let equip_slowa = 1.0 + (anim_time as f32 * 10.0 + PI / 4.0).cos();
|
||||
|
||||
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
|
||||
|
||||
let wave = (anim_time as f32 * 1.0).sin();
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(-0.2);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset =
|
||||
Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(2.5)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_z(3.14 - 0.3)
|
||||
* Quaternion::rotation_y(-0.8);
|
||||
next.l_hand.scale = Vec3::one() * 1.08;
|
||||
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_z(3.14 - 0.3)
|
||||
* Quaternion::rotation_y(-0.8);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(-0.8);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.2)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0 + 9.0, 4.6 + 1.5, 7.5 - 1.6);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.32);
|
||||
next.l_hand.scale = Vec3::one() * 1.08;
|
||||
next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.35)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset =
|
||||
Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(1.35 + 2.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.8)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(-0.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
5.0 + skeleton_attr.weapon_x,
|
||||
8.75 + skeleton_attr.weapon_y,
|
||||
-2.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 10.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.2,
|
||||
((global_time + anim_time) as f32 / 10.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.1,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
|
||||
);
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5);
|
||||
next.chest.ori =
|
||||
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori =
|
||||
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
|
||||
next.belt.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = Quaternion::rotation_z(0.3);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.l_control.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.r_control.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_control.scale = Vec3::one();
|
||||
next
|
||||
}
|
||||
}
|
@ -2,12 +2,10 @@ pub mod attack;
|
||||
pub mod block;
|
||||
pub mod blockidle;
|
||||
pub mod charge;
|
||||
pub mod cidle;
|
||||
pub mod climb;
|
||||
pub mod equip;
|
||||
pub mod gliding;
|
||||
pub mod idle;
|
||||
pub mod idleequip;
|
||||
pub mod idlewield;
|
||||
pub mod jump;
|
||||
pub mod roll;
|
||||
@ -22,8 +20,8 @@ pub mod wield;
|
||||
// Reexports
|
||||
pub use self::{
|
||||
attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation,
|
||||
charge::ChargeAnimation, cidle::CidleAnimation, climb::ClimbAnimation, equip::EquipAnimation,
|
||||
gliding::GlidingAnimation, idle::IdleAnimation, idleequip::IdleEquipAnimation,
|
||||
charge::ChargeAnimation, climb::ClimbAnimation, equip::EquipAnimation,
|
||||
gliding::GlidingAnimation, idle::IdleAnimation,
|
||||
idlewield::IdleWieldAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation,
|
||||
shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation,
|
||||
swim::SwimAnimation, wield::WieldAnimation,
|
||||
|
@ -2,43 +2,34 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
|
||||
use common::comp::item::ToolKind;
|
||||
use vek::*;
|
||||
|
||||
pub struct Input {
|
||||
pub attack: bool,
|
||||
}
|
||||
pub struct ShootAnimation;
|
||||
|
||||
impl Animation for ShootAnimation {
|
||||
type Dependency = (Option<ToolKind>, f64);
|
||||
type Dependency = (Option<ToolKind>, f32, f64);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _global_time): Self::Dependency,
|
||||
(active_tool_kind, velocity, _global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 1.0;
|
||||
|
||||
let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
|
||||
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
|
||||
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
|
||||
let foot = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 15.0).sin());
|
||||
|
||||
let quick = (((5.0)
|
||||
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 2.0).cos());
|
||||
let slow = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 12.4).sin());
|
||||
let slower = (((5.0)
|
||||
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 4.0).sin());
|
||||
let sloweralt = (((5.0)
|
||||
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).cos()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
@ -70,71 +61,6 @@ impl Animation for ShootAnimation {
|
||||
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||
* Quaternion::rotation_y(slow * 1.5)
|
||||
* Quaternion::rotation_z(1.4 + slow * 0.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
|
||||
|
||||
//0,1,5
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0);
|
||||
next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.4 + 1.57);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
|
||||
@ -156,31 +82,6 @@ impl Animation for ShootAnimation {
|
||||
* Quaternion::rotation_z(quick * 1.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Shield(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
1.0 - sloweralt * 2.0,
|
||||
@ -208,58 +109,38 @@ impl Animation for ShootAnimation {
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||
8.0 + accel_fast * 3.0,
|
||||
0.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
if velocity > 0.5 {
|
||||
next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.15)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
} else {
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (quick * 2.5).max(0.0));
|
||||
next.l_foot.ori = Quaternion::rotation_x(quick * -0.2 - 0.2)
|
||||
* Quaternion::rotation_z((quick * 1.0).max(0.0));
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.5 - quick * 2.0, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(quick * 0.1)
|
||||
* Quaternion::rotation_z((quick * 0.5).max(0.0));
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
@ -276,11 +157,6 @@ impl Animation for ShootAnimation {
|
||||
next.lantern.ori = Quaternion::rotation_x(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.l_control.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
@ -1,147 +0,0 @@
|
||||
use super::{
|
||||
super::{Animation, },
|
||||
CharacterSkeleton,SkeletonAttr
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
use std::ops::Mul;
|
||||
use vek::*;
|
||||
|
||||
pub struct SneakAnimation;
|
||||
|
||||
impl Animation for SneakAnimation {
|
||||
type Skeleton = CharacterSkeleton;
|
||||
type Dependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
(velocity, orientation, last_ori, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
*rate = speed;
|
||||
|
||||
let constant = 1.0;
|
||||
let wave = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * constant as f32 * 1.2).sin());
|
||||
let wavecos = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * constant as f32 * 1.2).cos());
|
||||
let wave_cos = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * constant as f32 * 1.5).sin());
|
||||
let wave_cos_dub = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 4.8).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * constant as f32 * 1.5).sin());
|
||||
let wave_slow = (anim_time as f32 * 0.1).sin();
|
||||
let wave_diff = (anim_time as f32 * 0.6).sin();
|
||||
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 * 0.25)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.4,
|
||||
((global_time + anim_time) as f32 * 0.25)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.2,
|
||||
);
|
||||
|
||||
let ori = Vec2::from(orientation);
|
||||
let last_ori = Vec2::from(last_ori);
|
||||
|
||||
let tilt = if Vec2::new(ori, last_ori)
|
||||
.map(|o| Vec2::<f32>::from(o).magnitude_squared())
|
||||
.map(|m| m > 0.001 && m.is_finite())
|
||||
.reduce_and()
|
||||
&& ori.angle_between(last_ori).is_finite()
|
||||
{
|
||||
ori.angle_between(last_ori).min(0.5)
|
||||
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
0.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 16.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
|
||||
* Quaternion::rotation_x(head_look.y + 0.05);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, -1.5, 3.0 + wave_slow * 2.0);
|
||||
next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(wave * 0.15);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 1.5 + wave_cos * 0.3);
|
||||
next.belt.ori = Quaternion::rotation_x(-0.1) * Quaternion::rotation_z(wave * 0.25);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 1.0, -1.0 + wave_cos * 0.3);
|
||||
next.shorts.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(wave * 0.4);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(-5.0 + wave_stop * -0.5, 2.25, 4.0 - wave * 1.0);
|
||||
next.l_hand.ori =
|
||||
Quaternion::rotation_x(1.5 + wave_cos * 0.1) * Quaternion::rotation_y(wave_stop * 0.1);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(5.0 + wave_stop * 0.5, 2.25, 4.0 + wave * 1.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.5 + wave_cos * -0.1)
|
||||
* Quaternion::rotation_y(wave_stop * -0.1);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, 5.0 + wave * -3.0, 4.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-0.8 + wavecos * 0.15);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 5.0 + wave * 3.0, 4.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(-0.8 - wavecos * 0.15);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.ori =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(wavecos * 0.05);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.05);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.glider.ori = Quaternion::rotation_y(0.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.lantern.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.lantern.ori = Quaternion::rotation_y(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.3 + wave * -0.08, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_x(wave_stop * speed * -0.03 + wave_diff * speed * -0.005)
|
||||
* Quaternion::rotation_y(tilt);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -473,7 +473,7 @@ impl FigureMgr {
|
||||
CharacterState::BasicMelee(_) => {
|
||||
anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -482,7 +482,7 @@ impl FigureMgr {
|
||||
CharacterState::BasicRanged(_) => {
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -491,7 +491,7 @@ impl FigureMgr {
|
||||
CharacterState::Boost(_) => {
|
||||
anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -509,7 +509,7 @@ impl FigureMgr {
|
||||
CharacterState::TripleStrike(s) => match s.stage {
|
||||
0 => anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -523,7 +523,7 @@ impl FigureMgr {
|
||||
),
|
||||
_ => anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -532,7 +532,7 @@ impl FigureMgr {
|
||||
CharacterState::TimedCombo(s) => match s.stage {
|
||||
0 | 2 => anim::character::AttackAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, time),
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -565,7 +565,6 @@ impl FigureMgr {
|
||||
)
|
||||
}*/
|
||||
CharacterState::Equipping { .. } => {
|
||||
if vel.0.magnitude_squared() > 0.5 {
|
||||
anim::character::EquipAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
@ -573,15 +572,6 @@ impl FigureMgr {
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else {
|
||||
anim::character::IdleEquipAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
},
|
||||
CharacterState::Wielding { .. } => {
|
||||
if vel.0.magnitude_squared() > 0.5 {
|
||||
|
Loading…
Reference in New Issue
Block a user