mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
2h/1h bug fix, staggers
This commit is contained in:
parent
161382d06a
commit
a7f5b90f0e
@ -13,6 +13,7 @@ pub mod shockwave;
|
||||
pub mod shoot;
|
||||
pub mod spin;
|
||||
pub mod spinmelee;
|
||||
pub mod stunned;
|
||||
pub mod summon;
|
||||
pub mod wield;
|
||||
|
||||
@ -22,7 +23,8 @@ pub use self::{
|
||||
charge::ChargeAnimation, dash::DashAnimation, equip::EquipAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, run::RunAnimation,
|
||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, summon::SummonAnimation, wield::WieldAnimation,
|
||||
spinmelee::SpinMeleeAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
|
||||
wield::WieldAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||
|
435
voxygen/anim/src/biped_large/stunned.rs
Normal file
435
voxygen/anim/src/biped_large/stunned.rs
Normal file
@ -0,0 +1,435 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{ToolKind, UniqueKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
pub struct StunnedAnimation;
|
||||
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
);
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_stunned\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_stunned")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, velocity, global_time, acc_vel, stage_section): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let lab: f32 = 0.65 * s_a.tempo; //.65
|
||||
|
||||
let (movement1base, movement2) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
|
||||
_ => (0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement2;
|
||||
let movement1 = movement1base * pullback;
|
||||
let torso = (anim_time * lab + 1.5 * PI).sin();
|
||||
let speednorm = (speed / 12.0).powf(0.4);
|
||||
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
|
||||
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
|
||||
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab + PI * 1.4).sin());
|
||||
|
||||
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab + PI * 0.4).sin());
|
||||
let slower = (anim_time * 1.0 + PI).sin();
|
||||
let slow = (anim_time * 3.5 + PI).sin();
|
||||
|
||||
let tailmove = Vec2::new(
|
||||
(global_time / 2.0 + anim_time / 2.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
(global_time / 2.0 + anim_time / 2.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.125,
|
||||
);
|
||||
|
||||
let look = Vec2::new(
|
||||
(global_time / 2.0 + anim_time / 8.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.5,
|
||||
(global_time / 2.0 + anim_time / 8.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
let breathe = if s_a.beast {
|
||||
// Controls for the beast breathing
|
||||
let intensity = 0.04;
|
||||
let lenght = 1.5;
|
||||
let chop = 0.2;
|
||||
let chop_freq = 60.0;
|
||||
intensity * (lenght * anim_time).sin()
|
||||
+ 0.05 * chop * (anim_time * chop_freq).sin() * (anim_time * lenght).cos()
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
let footvertl = (anim_time * 16.0 * lab).sin();
|
||||
let footvertr = (anim_time * 16.0 * lab + PI).sin();
|
||||
let handhoril = (anim_time * 16.0 * lab + PI * 1.4).sin();
|
||||
let handhorir = (anim_time * 16.0 * lab + PI * 0.4).sin();
|
||||
|
||||
let short = (acc_vel * lab).sin() * speednorm;
|
||||
|
||||
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
||||
|
||||
if s_a.beast {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
} else {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
|
||||
next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
|
||||
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
if speed > 0.5 {
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1,
|
||||
s_a.shoulder.2 - foothorir * 1.0,
|
||||
);
|
||||
next.shoulder_l.orientation =
|
||||
Quaternion::rotation_x(0.6 * speednorm + (footrotr * -0.2) * speednorm);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1,
|
||||
s_a.shoulder.2 - foothoril * 1.0,
|
||||
);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_x(0.6 * speednorm + (footrotl * -0.2) * speednorm);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(look.x * 0.6 + movement1 * 1.0)
|
||||
* Quaternion::rotation_x(look.y * 0.6);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * -0.5);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.5);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position =
|
||||
Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 2.0);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x)
|
||||
* Quaternion::rotation_x(0.0);
|
||||
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_l.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.3);
|
||||
|
||||
next.shoulder_r.position =
|
||||
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.3);
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
|
||||
next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-3.0,
|
||||
5.0 + s_a.grip.0 / 1.2,
|
||||
-4.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.2)
|
||||
* Quaternion::rotation_y(0.2)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
||||
},
|
||||
Some(ToolKind::BowSimple) | Some(ToolKind::Bow) => {
|
||||
next.control_l.position = Vec3::new(-1.0, -2.0, -3.0);
|
||||
next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-1.0,
|
||||
6.0 + s_a.grip.0 / 1.2,
|
||||
-5.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.2)
|
||||
* Quaternion::rotation_y(0.2)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.orientation = Quaternion::rotation_x(-0.2 + short * 0.2)
|
||||
* Quaternion::rotation_y(1.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
},
|
||||
Some(ToolKind::HammerSimple) | Some(ToolKind::AxeSimple) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
|
||||
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
4.0,
|
||||
0.0 + s_a.grip.0 / 1.0,
|
||||
-s_a.grip.0 / 0.8 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0 + short * 0.2) * Quaternion::rotation_y(-1.8);
|
||||
},
|
||||
Some(ToolKind::StaffSimple)
|
||||
| Some(ToolKind::Unique(UniqueKind::MindflayerStaff)) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
|
||||
next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-3.0,
|
||||
3.0 + s_a.grip.0 / 1.2,
|
||||
-11.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.5);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::WendigoMagic)) => {
|
||||
next.control_l.position = Vec3::new(-9.0, 19.0, -13.0);
|
||||
next.control_r.position = Vec3::new(9.0, 19.0, -13.0);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(-0.15);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::TidalClaws)) => {
|
||||
next.control_l.position = Vec3::new(-14.0, 12.0, -12.0);
|
||||
next.control_r.position = Vec3::new(14.0, 12.0, -12.0);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(-0.15);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::BeastClaws)) => {
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.shoulder_r.position =
|
||||
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.hand_l.position =
|
||||
Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
if speed < 0.5 {
|
||||
next.head.position =
|
||||
Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2) * 1.02;
|
||||
next.head.orientation = Quaternion::rotation_z(look.x * 0.6)
|
||||
* Quaternion::rotation_x(look.y * 0.6);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * 0.5);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.15);
|
||||
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_z(slow * 0.2 + tailmove.x);
|
||||
|
||||
next.second.orientation = Quaternion::rotation_x(PI);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.hand_l.position =
|
||||
Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.leg_l.position =
|
||||
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.leg_r.position =
|
||||
Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + shortalt * -1.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(0.0);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3);
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(PI)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothoril * -3.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(footrotl * -0.36)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.3);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothorir * -3.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(footrotr * -0.36)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.3);
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-1.0 + -s_a.hand.0,
|
||||
s_a.hand.1 + foothoril * -4.0,
|
||||
s_a.hand.2 + foothoril * 1.0,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
|
||||
* Quaternion::rotation_y(handhoril * -0.1);
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
1.0 + s_a.hand.0,
|
||||
s_a.hand.1 + foothorir * -4.0,
|
||||
s_a.hand.2 + foothorir * 1.0,
|
||||
);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
|
||||
* Quaternion::rotation_y(handhorir * 0.1);
|
||||
next.hand_r.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
|
||||
next.leg_l.orientation = Quaternion::rotation_z(short * 0.18)
|
||||
* Quaternion::rotation_x(foothoril * 0.3);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
|
||||
|
||||
next.leg_r.orientation = Quaternion::rotation_z(short * 0.18)
|
||||
* Quaternion::rotation_x(foothorir * 0.3);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + foothoril * 8.5,
|
||||
s_a.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + footrotl * 0.85);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + foothorir * 8.5,
|
||||
s_a.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + footrotr * 0.85);
|
||||
|
||||
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
};
|
||||
|
||||
if s_a.float {
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.upper_torso.0,
|
||||
s_a.upper_torso.1 + slower * 1.0 + 4.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -109,8 +109,7 @@ impl Animation for ChargeswingAnimation {
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move1 * 4.0,
|
||||
@ -118,21 +117,18 @@ impl Animation for ChargeswingAnimation {
|
||||
2.0 + move1 * -1.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_y(tension * 0.07 + move1 * -1.2 + slowrise * 0.5)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
|
@ -115,11 +115,9 @@ impl Animation for DashAnimation {
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
|
||||
@ -129,12 +127,11 @@ impl Animation for DashAnimation {
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
|
@ -144,8 +144,7 @@ impl Animation for SpinMeleeAnimation {
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
|
||||
@ -162,12 +161,11 @@ impl Animation for SpinMeleeAnimation {
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
|
||||
|
@ -2,20 +2,25 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
|
||||
pub struct StaggeredAnimation;
|
||||
|
||||
impl Animation for StaggeredAnimation {
|
||||
type Dependency = (
|
||||
type StaggeredAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
f32,
|
||||
bool,
|
||||
);
|
||||
impl Animation for StaggeredAnimation {
|
||||
type Dependency = StaggeredAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -28,6 +33,7 @@ impl Animation for StaggeredAnimation {
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
global_time,
|
||||
stage_section,
|
||||
@ -67,8 +73,9 @@ impl Animation for StaggeredAnimation {
|
||||
if wield_status {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) => {
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -150,6 +157,42 @@ impl Animation for StaggeredAnimation {
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
}
|
||||
} else if mirror > 0.0 {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -2,20 +2,25 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
|
||||
pub struct StunnedAnimation;
|
||||
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = (
|
||||
type StunnedAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
f32,
|
||||
bool,
|
||||
);
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = StunnedAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -28,6 +33,7 @@ impl Animation for StunnedAnimation {
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
global_time,
|
||||
stage_section,
|
||||
@ -65,8 +71,10 @@ impl Animation for StunnedAnimation {
|
||||
if wield_status {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) => {
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -148,6 +156,42 @@ impl Animation for StunnedAnimation {
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
}
|
||||
} else if mirror > 0.0 {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -1228,6 +1228,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -1245,6 +1246,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -3582,6 +3584,40 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Stunned(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
match s.static_data.poise_state {
|
||||
PoiseState::Normal
|
||||
| PoiseState::Interrupted
|
||||
| PoiseState::Stunned
|
||||
| PoiseState::Dazed
|
||||
| PoiseState::KnockedDown => {
|
||||
anim::biped_large::StunnedAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
state.state_time,
|
||||
state.acc_vel,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
}
|
||||
},
|
||||
CharacterState::Blink(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user