diff --git a/assets/voxygen/voxel/humanoid_main_weapon_manifest.ron b/assets/voxygen/voxel/humanoid_main_weapon_manifest.ron index c8be5f3ad4..882b61741e 100644 --- a/assets/voxygen/voxel/humanoid_main_weapon_manifest.ron +++ b/assets/voxygen/voxel/humanoid_main_weapon_manifest.ron @@ -193,7 +193,7 @@ color: None ), "common.items.weapons.axe.orc_axe-0": ( - vox_spec: ("weapon.axe.2haxe_orc-0", (-1.5, -3.0, -4.5)), + vox_spec: ("weapon.axe.2haxe_orc-0", (-1.5, -6.0, -4.5)), color: None ), "common.items.weapons.axe.worn_iron_axe-0": ( diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 47e6213182..950361517d 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -76,6 +76,7 @@ pub enum CharacterAbility { projectile_light: Option, projectile_gravity: Option, projectile_speed: f32, + can_continue: bool, }, RepeaterRanged { energy_cost: u32, @@ -409,6 +410,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState { projectile_light, projectile_gravity, projectile_speed, + can_continue, energy_cost: _, } => CharacterState::BasicRanged(basic_ranged::Data { static_data: basic_ranged::StaticData { @@ -419,11 +421,13 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState { projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, projectile_speed: *projectile_speed, + can_continue: *can_continue, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, + continue_next: false, }), CharacterAbility::Boost { movement_duration, diff --git a/common/src/comp/inventory/item/tool.rs b/common/src/comp/inventory/item/tool.rs index f968b55704..967097e0db 100644 --- a/common/src/comp/inventory/item/tool.rs +++ b/common/src/comp/inventory/item/tool.rs @@ -175,15 +175,41 @@ impl Tool { }, ], Axe => vec![ - BasicMelee { - energy_cost: 0, - buildup_duration: Duration::from_millis(600), - swing_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(300), - base_damage: (120.0 * self.base_power()) as u32, - knockback: 0.0, - range: 3.5, - max_angle: 20.0, + ComboMelee { + stage_data: vec![ + combo_melee::Stage { + stage: 1, + base_damage: (90.0 * self.base_power()) as u32, + max_damage: (110.0 * self.base_power()) as u32, + damage_increase: (10.0 * self.base_power()) as u32, + knockback: 8.0, + range: 3.5, + angle: 50.0, + base_buildup_duration: Duration::from_millis(350), + base_swing_duration: Duration::from_millis(75), + base_recover_duration: Duration::from_millis(400), + forward_movement: 0.5, + }, + combo_melee::Stage { + stage: 2, + base_damage: (130.0 * self.base_power()) as u32, + max_damage: (160.0 * self.base_power()) as u32, + damage_increase: (15.0 * self.base_power()) as u32, + knockback: 12.0, + range: 3.5, + angle: 30.0, + base_buildup_duration: Duration::from_millis(500), + base_swing_duration: Duration::from_millis(100), + base_recover_duration: Duration::from_millis(500), + forward_movement: 0.25, + }, + ], + initial_energy_gain: 0, + max_energy_gain: 100, + energy_increase: 20, + speed_increase: 0.05, + max_speed_increase: 1.6, + is_interruptible: false, }, SpinMelee { buildup_duration: Duration::from_millis(100), @@ -214,15 +240,26 @@ impl Tool { }, ], Hammer => vec![ - BasicMelee { - energy_cost: 0, - buildup_duration: Duration::from_millis(600), - swing_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(300), - base_damage: (120.0 * self.base_power()) as u32, - knockback: 0.0, - range: 3.5, - max_angle: 20.0, + ComboMelee { + stage_data: vec![combo_melee::Stage { + stage: 1, + base_damage: (120.0 * self.base_power()) as u32, + max_damage: (150.0 * self.base_power()) as u32, + damage_increase: (10.0 * self.base_power()) as u32, + knockback: 0.0, + range: 3.5, + angle: 20.0, + base_buildup_duration: Duration::from_millis(600), + base_swing_duration: Duration::from_millis(60), + base_recover_duration: Duration::from_millis(300), + forward_movement: 0.0, + }], + initial_energy_gain: 0, + max_energy_gain: 100, + energy_increase: 20, + speed_increase: 0.05, + max_speed_increase: 1.4, + is_interruptible: false, }, ChargedMelee { energy_cost: 1, @@ -264,8 +301,8 @@ impl Tool { Bow => vec![ BasicRanged { energy_cost: 0, - buildup_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(400), + buildup_duration: Duration::from_millis(200), + recover_duration: Duration::from_millis(300), projectile: Projectile { hit_solid: vec![projectile::Effect::Stick], hit_entity: vec![ @@ -297,6 +334,7 @@ impl Tool { projectile_light: None, projectile_gravity: Some(Gravity(0.2)), projectile_speed: 100.0, + can_continue: true, }, ChargedRanged { energy_cost: 0, @@ -441,6 +479,7 @@ impl Tool { }), projectile_gravity: Some(Gravity(0.5)), projectile_speed: 40.0, + can_continue: false, }, ], Staff => vec![ @@ -488,6 +527,7 @@ impl Tool { }), projectile_gravity: Some(Gravity(0.3)), projectile_speed: 60.0, + can_continue: true, }, BasicBeam { buildup_duration: Duration::from_millis(250), @@ -594,6 +634,7 @@ impl Tool { }), projectile_gravity: None, projectile_speed: 100.0, + can_continue: false, }, ], Empty => vec![BasicMelee { diff --git a/common/src/states/basic_ranged.rs b/common/src/states/basic_ranged.rs index 19fff5e2b5..d919f0cb6d 100644 --- a/common/src/states/basic_ranged.rs +++ b/common/src/states/basic_ranged.rs @@ -22,6 +22,8 @@ pub struct StaticData { pub projectile_speed: f32, /// What key is used to press ability pub ability_key: AbilityKey, + /// Whether or not the ability can auto continue + pub can_continue: bool, } #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] @@ -35,6 +37,9 @@ pub struct Data { pub stage_section: StageSection, /// Whether the attack fired already pub exhausted: bool, + /// If in buildup, whether the attack has continued form previous attack; if + /// in recover, whether the attack will continue to a new attack + pub continue_next: bool, } impl CharacterBehavior for Data { @@ -84,18 +89,41 @@ impl CharacterBehavior for Data { update.character = CharacterState::BasicRanged(Data { static_data: self.static_data.clone(), exhausted: true, + continue_next: false, ..*self }); } else if self.timer < self.static_data.recover_duration { - // Recovers + if ability_key_is_pressed(data, self.static_data.ability_key) { + // Recovers + update.character = CharacterState::BasicRanged(Data { + static_data: self.static_data.clone(), + timer: self + .timer + .checked_add(Duration::from_secs_f32(data.dt.0)) + .unwrap_or_default(), + continue_next: self.static_data.can_continue, + ..*self + }); + } else { + // Recovers + update.character = CharacterState::BasicRanged(Data { + static_data: self.static_data.clone(), + timer: self + .timer + .checked_add(Duration::from_secs_f32(data.dt.0)) + .unwrap_or_default(), + ..*self + }); + } + } else if self.continue_next { + // Restarts character state update.character = CharacterState::BasicRanged(Data { static_data: self.static_data.clone(), - timer: self - .timer - .checked_add(Duration::from_secs_f32(data.dt.0)) - .unwrap_or_default(), + timer: Duration::default(), + stage_section: StageSection::Buildup, + exhausted: false, ..*self - }); + }) } else { // Done update.character = CharacterState::Wielding; diff --git a/common/src/states/combo_melee.rs b/common/src/states/combo_melee.rs index 4c926d07c9..ad3a3aae84 100644 --- a/common/src/states/combo_melee.rs +++ b/common/src/states/combo_melee.rs @@ -98,6 +98,10 @@ impl CharacterBehavior for Data { } } + let speed_modifer = 1.0 + + self.static_data.max_speed_increase + * (1.0 - self.static_data.speed_increase.powi(self.combo as i32)); + match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration { @@ -106,12 +110,7 @@ impl CharacterBehavior for Data { static_data: self.static_data.clone(), timer: self .timer - .checked_add(Duration::from_secs_f32( - (1.0 + self.static_data.max_speed_increase - * (1.0 - - self.static_data.speed_increase.powi(self.combo as i32))) - * data.dt.0, - )) + .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); @@ -162,12 +161,7 @@ impl CharacterBehavior for Data { static_data: self.static_data.clone(), timer: self .timer - .checked_add(Duration::from_secs_f32( - (1.0 + self.static_data.max_speed_increase - * (1.0 - - self.static_data.speed_increase.powi(self.combo as i32))) - * data.dt.0, - )) + .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); @@ -190,15 +184,7 @@ impl CharacterBehavior for Data { static_data: self.static_data.clone(), timer: self .timer - .checked_add(Duration::from_secs_f32( - (1.0 + self.static_data.max_speed_increase - * (1.0 - - self - .static_data - .speed_increase - .powi(self.combo as i32))) - * data.dt.0, - )) + .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), next_stage: true, ..*self @@ -208,15 +194,7 @@ impl CharacterBehavior for Data { static_data: self.static_data.clone(), timer: self .timer - .checked_add(Duration::from_secs_f32( - (1.0 + self.static_data.max_speed_increase - * (1.0 - - self - .static_data - .speed_increase - .powi(self.combo as i32))) - * data.dt.0, - )) + .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); diff --git a/voxygen/src/anim/src/character/alpha.rs b/voxygen/src/anim/src/character/alpha.rs index 4e8bfd697b..543ff2f2ba 100644 --- a/voxygen/src/anim/src/character/alpha.rs +++ b/voxygen/src/anim/src/character/alpha.rs @@ -47,16 +47,11 @@ impl Animation for AlphaAnimation { * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()); - let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin(); let push = anim_time as f32 * lab as f32 * 4.0; let slow = (((5.0) / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 9.0).sin()); - let axe = (((1.0) - / (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 8.0).sin()); let slower = (((1.0) / (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32))) .sqrt()) @@ -103,64 +98,94 @@ impl Animation for AlphaAnimation { * Quaternion::rotation_z(1.4 + slow * -0.5); }, Some(ToolKind::Axe) => { - next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1); - next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2) - * Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(0.2); - - next.chest.position = Vec3::new(0.0, 0.0, 7.0); - next.chest.orientation = Quaternion::rotation_z(0.2 + axe * 0.2); - - next.belt.orientation = Quaternion::rotation_z(0.2 + axe * -0.1); - - next.shorts.position = Vec3::new(0.0, 0.0, -5.0); - next.shorts.orientation = Quaternion::rotation_z(0.2 + axe * -0.2); - - next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0); - next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); - next.hand_r.position = Vec3::new(0.5, 0.0, -2.5); - next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); - next.main.position = Vec3::new(-0.0, -2.0, -1.0); + 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.ahl.0, s_a.ahl.1, s_a.ahl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); + next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); + next.hand_r.orientation = + Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); - next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0); - next.control.orientation = Quaternion::rotation_x(1.6) - * Quaternion::rotation_y(-2.0 + axe * 0.5) - * Quaternion::rotation_z(PI * 0.4); - next.lantern.orientation = Quaternion::rotation_x(0.4); + next.head.position = Vec3::new( + 0. + movement2 * 2.0, + s_a.head.0 + movement2 * 2.0, + s_a.head.1, + ); + + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), + Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; + next.control.position = Vec3::new( + s_a.ac.0 + movement1 * -1.0 + movement2 * -2.0 + movement3 * 0.0, + s_a.ac.1 + movement1 * -3.0 + movement2 * 3.0 + movement3 * -3.5, + s_a.ac.2 + movement1 * 6.0 + movement2 * -15.0 + movement3 * -2.0, + ); + next.control.orientation = Quaternion::rotation_x( + s_a.ac.3 + movement1 * 0.0 + movement2 * -3.0 + movement3 * 0.4, + ) * Quaternion::rotation_y( + s_a.ac.4 + movement1 * -0.0 + movement2 * -0.6 + movement3 * 0.8, + ) * Quaternion::rotation_z( + s_a.ac.5 + movement1 * -2.0 + movement2 * -1.0 + movement3 * 2.5, + ); + next.control.scale = Vec3::one(); + + next.chest.orientation = Quaternion::rotation_x( + 0.0 + movement1 * 0.6 + movement2 * -0.6 + movement3 * 0.4, + ) * Quaternion::rotation_y( + 0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0, + ) * Quaternion::rotation_z( + 0.0 + movement1 * 1.5 + movement2 * -2.5 + movement3 * 1.5, + ); + next.head.orientation = Quaternion::rotation_z( + 0.0 + movement1 * -1.5 + movement2 * 2.5 + movement3 * -1.0, + ); }, Some(ToolKind::Hammer) => { - next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0); - next.hand_l.orientation = - Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.hand_r.position = Vec3::new(3.0, 0.0, 0.0); - next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), + Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = - Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57); + next.main.orientation = Quaternion::rotation_x(0.0); + next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4); + next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); + next.hand_r.orientation = + Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4); - next.head.orientation = Quaternion::rotation_z(slower * 0.03) - * Quaternion::rotation_x(slowersmooth * 0.1) - * Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06) - * Quaternion::rotation_z((slowersmooth * -0.4).max(0.0)); + next.control.position = Vec3::new( + s_a.hc.0 + (movement1 * -13.0) * (1.0 - movement3), + s_a.hc.1 + (movement2 * 5.0) * (1.0 - movement3), + s_a.hc.2, + ); + next.control.orientation = + Quaternion::rotation_x(s_a.hc.3 + (movement1 * 1.5 + movement2 * -2.5)) + * (1.0 - movement3) + * Quaternion::rotation_y(s_a.hc.4 + (movement1 * 1.57)) + * (1.0 - movement3) + * Quaternion::rotation_z(s_a.hc.5 + (movement2 * -0.5) * (1.0 - movement3)); + next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); + next.head.orientation = Quaternion::rotation_x( + (movement1 * 0.3 + movement2 * -0.5) * (1.0 - movement3), + ) * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z( + (movement1 * 0.2 + movement2 * -0.5) * (1.0 - movement3), + ); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); - next.chest.orientation = - Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15) - * Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15) - * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); - - next.belt.orientation = - Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075) - * Quaternion::rotation_x(0.0 + slower * -0.1) - * Quaternion::rotation_y(slower * -0.1); - - next.shorts.orientation = - Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075) - * Quaternion::rotation_x(0.0 + slower * -0.1) - * Quaternion::rotation_y(slower * -0.1); - - next.lantern.orientation = Quaternion::rotation_x(slower * -0.7 + 0.4) - * Quaternion::rotation_y(slower * 0.4); + next.chest.orientation = Quaternion::rotation_x( + (movement1 * 0.8 + movement2 * -1.2) * (1.0 - movement3), + ) * Quaternion::rotation_y( + (movement1 * 0.3 + movement2 * -0.4) * (1.0 - movement3), + ) * Quaternion::rotation_z( + (movement1 * 0.5 + movement2 * -0.5) * (1.0 - movement3), + ); if velocity > 0.5 { next.foot_l.position = Vec3::new(-s_a.foot.0, foot * -6.0, s_a.foot.2); @@ -180,12 +205,12 @@ impl Animation for AlphaAnimation { next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - slower * 2.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1) * Quaternion::rotation_z((slower * 0.5).max(0.0)); - } - next.control.position = Vec3::new(-8.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5) - * Quaternion::rotation_y(slowersmooth * 0.35 - 0.3) - * Quaternion::rotation_z(1.4 + slowersmooth * 0.2); + next.belt.orientation = + Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2); + next.shorts.orientation = + Quaternion::rotation_x(movement1 * -0.3 + movement2 * 0.3); + } }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); diff --git a/voxygen/src/anim/src/character/mod.rs b/voxygen/src/anim/src/character/mod.rs index 1751b456f5..75cf450a24 100644 --- a/voxygen/src/anim/src/character/mod.rs +++ b/voxygen/src/anim/src/character/mod.rs @@ -260,13 +260,13 @@ impl<'a> From<&'a Body> for SkeletonAttr { (_, _) => (-7.0, 7.0, 2.0, -0.1, 0.0, 0.0), }, hhl: match (body.species, body.body_type) { - (_, _) => (-0.5, -1.0, 10.0, 1.57, 0.0, 0.0), + (_, _) => (-0.5, -1.0, 10.0, 4.71, 0.0, 0.0), }, hhr: match (body.species, body.body_type) { - (_, _) => (0.0, 0.0, 0.0, 1.57, 0.0, 0.0), + (_, _) => (0.0, 0.0, 0.0, 4.71, 0.0, 0.0), }, hc: match (body.species, body.body_type) { - (_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 0.5), + (_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 3.64), }, sthl: match (body.species, body.body_type) { (_, _) => (0.0, 0.0, 1.0, 1.27, 0.0, 0.0), diff --git a/voxygen/src/anim/src/character/run.rs b/voxygen/src/anim/src/character/run.rs index f807d1e9f0..8dcdd1ab39 100644 --- a/voxygen/src/anim/src/character/run.rs +++ b/voxygen/src/anim/src/character/run.rs @@ -136,7 +136,7 @@ impl Animation for RunAnimation { next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = - Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1); + Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02); next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 + s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.2) diff --git a/voxygen/src/anim/src/character/shoot.rs b/voxygen/src/anim/src/character/shoot.rs index fc2aa952b5..4ab001e23e 100644 --- a/voxygen/src/anim/src/character/shoot.rs +++ b/voxygen/src/anim/src/character/shoot.rs @@ -2,12 +2,22 @@ use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; -use common::comp::item::ToolKind; +use common::{comp::item::ToolKind, states::utils::StageSection}; +use std::f32::consts::PI; pub struct ShootAnimation; +type ShootAnimationDependency = ( + Option, + Option, + f32, + Vec3, + Vec3, + f64, + Option, +); impl Animation for ShootAnimation { - type Dependency = (Option, Option, f32, f64); + type Dependency = ShootAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] @@ -17,45 +27,48 @@ impl Animation for ShootAnimation { #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, - (active_tool_kind, _second_tool_kind, velocity, _global_time): Self::Dependency, + ( + active_tool_kind, + _second_tool_kind, + velocity, + orientation, + last_ori, + _global_time, + stage_section, + ): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; + let speed = Vec2::::from(velocity).magnitude(); let mut next = (*skeleton).clone(); let lab = 1.0; - let foot = (((5.0) - / (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 8.0).sin()); - let foote = (((5.0) - / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 8.0).sin()); - - let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2); - - next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); - next.head.orientation = Quaternion::rotation_z(exp * -0.4) - * Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(exp * 0.1); - - next.chest.position = Vec3::new(0.0, s_a.chest.0 - exp * 1.5, s_a.chest.1); - next.chest.orientation = Quaternion::rotation_z(0.4 + exp * 1.0) - * Quaternion::rotation_x(0.0 + exp * 0.2) - * Quaternion::rotation_y(exp * -0.08); - - next.belt.position = Vec3::new(0.0, s_a.belt.0 + exp * 1.0, s_a.belt.1); - next.belt.orientation = next.chest.orientation * -0.1; - - next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + exp * 1.0, s_a.shorts.1); - next.shorts.orientation = next.chest.orientation * -0.08; - + let ori: Vec2 = Vec2::from(orientation); + let last_ori = Vec2::from(last_ori); + let tilt = if ::vek::Vec2::new(ori, last_ori) + .map(|o| 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(0.2) + * last_ori.determine_side(Vec2::zero(), ori).signum() + } else { + 0.0 + } * 1.3; match active_tool_kind { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), + Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), + _ => (0.0, 0.0, 0.0), + }; + let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin(); + let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin(); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); @@ -66,65 +79,98 @@ impl Animation for ShootAnimation { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0); - next.control.position = - Vec3::new(s_a.stc.0, s_a.stc.1 + exp * 5.0, s_a.stc.2 - exp * 5.0); - next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + exp * 0.4) - * Quaternion::rotation_y(s_a.stc.4) - * Quaternion::rotation_z(s_a.stc.5 + exp * 1.5); + next.control.position = Vec3::new( + s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3), + s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3), + s_a.stc.2, + ); + next.control.orientation = + Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3)) + * Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5)) + * Quaternion::rotation_z( + s_a.stc.5 + - (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3), + ); + next.chest.orientation = + Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3)); + next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); + next.head.orientation = Quaternion::rotation_z( + tilt * -2.5 + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3), + ); + + if speed < 0.5 { + next.belt.orientation = + Quaternion::rotation_x(0.07) * Quaternion::rotation_z(0.0); + + next.shorts.orientation = + Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0); + + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_x(-0.5); + + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); + next.foot_r.orientation = + Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); + } else { + }; }, Some(ToolKind::Bow) => { - next.hand_l.position = Vec3::new( - s_a.bhl.0 - exp * 2.0, - s_a.bhl.1 - exp * 4.0, - s_a.bhl.2 + exp * 6.0, - ); - next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3) - * Quaternion::rotation_y(s_a.bhl.4 + exp * 0.8) - * Quaternion::rotation_z(s_a.bhl.5 + exp * 0.9); - next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); - next.hand_r.orientation = Quaternion::rotation_x(s_a.bhl.3) - * Quaternion::rotation_y(s_a.bhr.4) - * Quaternion::rotation_z(s_a.bhr.5); + let (_movement1, movement2, _movement3) = match stage_section { + Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), + Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; next.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.bhl.0 + movement2 * -2.0, + s_a.bhl.1 + movement2 * -6.0, + s_a.bhl.2 + movement2 * -3.0, + ); + next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); + next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); + next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); - next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, 4.0 + s_a.bc.2); - next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + exp * 0.4); + next.hold.position = Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * 7.0); + next.hold.orientation = Quaternion::rotation_x(-1.57); + next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2); + + next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0); + next.control.orientation = + Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin()) + * Quaternion::rotation_y(s_a.bc.4 - 1.25) + * Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin()); + next.chest.orientation = Quaternion::rotation_z(0.8); + next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1); + + next.head.orientation = + Quaternion::rotation_z(tilt * -2.5 - 0.5 + (movement2 as f32 * 0.2).sin()); + if speed < 0.5 { + next.chest.orientation = + Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin()); + + next.belt.orientation = Quaternion::rotation_x(0.07) + * Quaternion::rotation_z((movement2 as f32 * -0.1).sin()); + + next.shorts.orientation = Quaternion::rotation_x(0.08) + * Quaternion::rotation_z((movement2 as f32 * -0.15).sin()); + + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_x(-0.5); + + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); + next.foot_r.orientation = + Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); + } else { + }; }, _ => {}, } - if velocity > 0.5 { - next.foot_l.position = Vec3::new( - -s_a.foot.0 - foot * 1.0 + exp * -1.0, - foote * 0.8 + exp * 1.5, - s_a.foot.2, - ); - next.foot_l.orientation = Quaternion::rotation_x(exp * 0.5) - * Quaternion::rotation_z(exp * 0.4) - * Quaternion::rotation_y(0.15); - next.foot_r.position = Vec3::new( - s_a.foot.0 + foot * 1.0 + exp * 1.0, - foote * -0.8 + exp * -1.0, - s_a.foot.2, - ); - next.foot_r.orientation = Quaternion::rotation_x(exp * -0.5) - * Quaternion::rotation_z(exp * 0.4) - * Quaternion::rotation_y(0.0); - next.torso.orientation = Quaternion::rotation_x(-0.15); - } else { - next.foot_l.position = Vec3::new(-s_a.foot.0, -2.5, s_a.foot.2 + exp * 2.5); - next.foot_l.orientation = - Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0); - - next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - exp * 2.0, s_a.foot.2); - next.foot_r.orientation = - Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5); - } next.back.orientation = Quaternion::rotation_x(-0.3); - next.lantern.orientation = - Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4); + next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next } diff --git a/voxygen/src/anim/src/character/spin.rs b/voxygen/src/anim/src/character/spin.rs index 15159c53d4..294c7bfb47 100644 --- a/voxygen/src/anim/src/character/spin.rs +++ b/voxygen/src/anim/src/character/spin.rs @@ -5,15 +5,13 @@ use super::{ use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; -pub struct Input { - pub attack: bool, -} pub struct SpinAnimation; impl Animation for SpinAnimation { type Dependency = ( Option, Option, + Vec3, f64, Option, ); @@ -25,7 +23,7 @@ impl Animation for SpinAnimation { #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")] fn update_skeleton_inner( skeleton: &Self::Skeleton, - (active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency, + (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, @@ -34,7 +32,6 @@ impl Animation for SpinAnimation { let mut next = (*skeleton).clone(); let lab = 1.0; - let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(1.8), 0.0), @@ -54,90 +51,178 @@ impl Animation for SpinAnimation { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); - if let Some(ToolKind::Sword) = active_tool_kind { - 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) => { + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_x(0.0); - next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); - next.hand_l.orientation = - Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); - next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); - next.hand_r.orientation = - Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); + next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); + next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); + next.hand_r.orientation = + Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); - next.control.position = Vec3::new( - s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0, - s_a.sc.1 + 8.0 + movement1 * 0.6 + movement3 * -10.0, - s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0, - ); - next.control.orientation = Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2) - * Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0) - * Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57); - next.head.position = Vec3::new( - 0.0 + 2.0 + movement2 * -2.0, - 2.0 + movement2 * -2.0 + s_a.head.0, - s_a.head.1, - ); - next.head.orientation = Quaternion::rotation_z(movement2 * -0.4); + next.control.position = Vec3::new( + s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0, + s_a.sc.1 + 8.0 + movement1 * 0.6 + movement3 * -10.0, + s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0, + ); + next.control.orientation = + Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2) + * Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0) + * Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57); + next.head.position = Vec3::new( + 0.0 + 2.0 + movement2 * -2.0, + 2.0 + movement2 * -2.0 + s_a.head.0, + s_a.head.1, + ); + next.head.orientation = Quaternion::rotation_z(movement2 * -0.4); - next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15) - * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1) - * Quaternion::rotation_z( - -1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5, + next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15) + * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1) + * Quaternion::rotation_z( + -1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5, + ); + + next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1) + * Quaternion::rotation_z(movement2.sin() * 0.5); + + next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1) + * Quaternion::rotation_z(movement2.sin() * 1.5); + + next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1) + * Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5); + + next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28); + }, + + Some(ToolKind::Axe) => { + next.main.position = Vec3::new(0.0, 0.0, 0.0); + next.main.orientation = Quaternion::rotation_x(0.0); + next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); + next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); + next.hand_r.orientation = + Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); + + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), + Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; + + next.control.position = Vec3::new( + s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0) * (1.0 - movement3), + s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0) * (1.0 - movement3), + s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0) * (1.0 - movement3), + ); + next.control.orientation = Quaternion::rotation_x( + s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6) * (1.0 - movement3), + ) * Quaternion::rotation_y( + s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3), + ) * Quaternion::rotation_z( + s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5) * (1.0 - movement3), + ); + next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); + + next.chest.orientation = + Quaternion::rotation_x((0.4 + movement2 * -0.5) * (1.0 - movement3)) + * Quaternion::rotation_y( + (0.0 + movement1 * -0.1 + movement2 * 0.0) * (1.0 - movement3), + ) + * Quaternion::rotation_z( + (0.5 + movement1 * -0.6 + movement2 * 0.6) * (1.0 - movement3), + ); + + next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2); + + next.shorts.orientation = + Quaternion::rotation_x(0.0 + movement1 * -0.2 + movement2 * 0.2); + + next.head.orientation = + Quaternion::rotation_y(0.0 + movement1 * 0.0 + movement3 * -0.0) + * Quaternion::rotation_z( + (1.0 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3), + ); + next.torso.position = Vec3::new( + 0.0, + 0.0, + (-1.0 + + 1.0 * (movement1 * 0.5 * PI).sin() + + 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin()) + * (1.0 - movement3), + ); + next.torso.orientation = Quaternion::rotation_z( + movement1.powf(2.0) * -6.0 + movement2 * -1.7 + movement3 * 1.4, ); - next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1) - * Quaternion::rotation_z(movement2.sin() * 0.5); + next.foot_l.position = Vec3::new( + -s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0) * (1.0 - movement3), + s_a.foot.1, + s_a.foot.2 + (movement2 * 6.0) * (1.0 - movement3), + ); + next.foot_l.orientation = + Quaternion::rotation_x((movement1 * 0.2 + movement2 * 0.5) * (1.0 - movement3)) + * Quaternion::rotation_y((movement2 * 0.5) * (1.0 - movement3)); - next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1) - * Quaternion::rotation_z(movement2.sin() * 1.5); + next.foot_r.position = Vec3::new( + s_a.foot.0, + s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0) * (1.0 - movement3), + s_a.foot.2, + ); + next.foot_r.orientation = Quaternion::rotation_x( + (movement1 * -0.5 + movement2 * -0.5) * (1.0 - movement3), + ); + }, - next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1) - * Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5); + Some(ToolKind::Hammer) => { + next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5); + next.hand_l.orientation = Quaternion::rotation_x(1.27); + next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); + next.hand_r.orientation = Quaternion::rotation_x(1.27); + next.main.position = Vec3::new(0.0, 6.0, -1.0); + next.main.orientation = Quaternion::rotation_x(-0.3) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); - next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28); + next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0); + next.control.orientation = Quaternion::rotation_x(-1.7) + * Quaternion::rotation_y(0.2 + spin * -2.0) + * Quaternion::rotation_z(1.4 + spin * 0.1); + next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1); + next.head.orientation = Quaternion::rotation_z(spin * -0.25) + * Quaternion::rotation_x(0.0 + spin * -0.1) + * Quaternion::rotation_y(spin * -0.2); + next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); + next.chest.orientation = Quaternion::rotation_z(spin * 0.1) + * Quaternion::rotation_x(0.0 + spin * 0.1) + * Quaternion::rotation_y(decel * -0.2); + + next.belt.position = Vec3::new(0.0, 0.0, -2.0); + next.belt.orientation = next.chest.orientation * -0.1; + + next.shorts.position = Vec3::new(0.0, 0.0, -5.0); + next.belt.orientation = next.chest.orientation * -0.08; + next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3)); + + next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2); + + next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2); + next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2); + + next.lantern.orientation = + Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); + next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2); + + next.lantern.orientation = + Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); + }, + _ => {}, } - - if let Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Dagger) = active_tool_kind { - next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5); - next.hand_l.orientation = Quaternion::rotation_x(1.27); - next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); - next.hand_r.orientation = Quaternion::rotation_x(1.27); - next.main.position = Vec3::new(0.0, 6.0, -1.0); - next.main.orientation = Quaternion::rotation_x(-0.3) - * Quaternion::rotation_y(0.0) - * Quaternion::rotation_z(0.0); - - next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0); - next.control.orientation = Quaternion::rotation_x(-1.7) - * Quaternion::rotation_y(0.2 + spin * -2.0) - * Quaternion::rotation_z(1.4 + spin * 0.1); - next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1); - next.head.orientation = Quaternion::rotation_z(spin * -0.25) - * Quaternion::rotation_x(0.0 + spin * -0.1) - * Quaternion::rotation_y(spin * -0.2); - next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); - next.chest.orientation = Quaternion::rotation_z(spin * 0.1) - * Quaternion::rotation_x(0.0 + spin * 0.1) - * Quaternion::rotation_y(decel * -0.2); - - next.belt.position = Vec3::new(0.0, 0.0, -2.0); - next.belt.orientation = next.chest.orientation * -0.1; - - next.shorts.position = Vec3::new(0.0, 0.0, -5.0); - next.belt.orientation = next.chest.orientation * -0.08; - next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3)); - - next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2); - next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2); - - next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2); - next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2); - - next.lantern.orientation = - Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); - } - next } } diff --git a/voxygen/src/anim/src/character/spinmelee.rs b/voxygen/src/anim/src/character/spinmelee.rs index 590c47ccdf..78a0d45165 100644 --- a/voxygen/src/anim/src/character/spinmelee.rs +++ b/voxygen/src/anim/src/character/spinmelee.rs @@ -91,6 +91,8 @@ impl Animation for SpinMeleeAnimation { next.shorts.orientation = Quaternion::rotation_x(0.2); }, Some(ToolKind::Axe) => { + next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, s_a.head.1 + 1.0); + next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(PI); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index b4bf9b8a06..c9cf99ae27 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -825,31 +825,65 @@ impl FigureMgr { skeleton_attr, ) }, - CharacterState::BasicRanged(data) => { - if data.exhausted { - anim::character::ShootAnimation::update_skeleton( - &target_base, - (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } else { - anim::character::ChargeAnimation::update_skeleton( - &target_base, - ( - active_tool_kind, - second_tool_kind, - vel.0.magnitude(), - ori, - state.last_ori, - time, - ), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } + CharacterState::ChargedRanged(s) => { + let stage_time = s.timer.as_secs_f64(); + + let stage_progress = match s.stage_section { + StageSection::Buildup => { + stage_time / s.static_data.buildup_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + + _ => 0.0, + }; + + anim::character::ShootAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + ori, + state.last_ori, + time, + Some(s.stage_section), + ), + stage_progress, + &mut state_animation_rate, + skeleton_attr, + ) + }, + CharacterState::BasicRanged(s) => { + let stage_time = s.timer.as_secs_f64(); + + let stage_progress = match s.stage_section { + StageSection::Buildup => { + stage_time / s.static_data.buildup_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + + _ => 0.0, + }; + + anim::character::ShootAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + ori, + state.last_ori, + time, + Some(s.stage_section), + ), + stage_progress, + &mut state_animation_rate, + skeleton_attr, + ) }, CharacterState::ChargedMelee(s) => { let stage_time = s.timer.as_secs_f64(); @@ -881,32 +915,6 @@ impl FigureMgr { skeleton_attr, ) }, - CharacterState::ChargedRanged(data) => { - if data.exhausted { - anim::character::ShootAnimation::update_skeleton( - &target_base, - (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } else { - anim::character::ChargeAnimation::update_skeleton( - &target_base, - ( - active_tool_kind, - second_tool_kind, - vel.0.magnitude(), - ori, - state.last_ori, - time, - ), - state.state_time, - &mut state_animation_rate, - skeleton_attr, - ) - } - }, CharacterState::RepeaterRanged(s) => { let stage_time = s.timer.as_secs_f64(); @@ -1167,6 +1175,7 @@ impl FigureMgr { ( active_tool_kind, second_tool_kind, + vel.0, time, Some(s.stage_section), ),