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anim
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0961f00c7c
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@ -26,26 +26,28 @@ impl Animation for RepeaterAnimation {
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(ability_info, hands, _velocity, _global_time, stage_section): Self::Dependency<'a>,
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(ability_info, hands, velocity, _global_time, stage_section): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let (move1, move2, move3, _move4) = match stage_section {
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let (move1base, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Shoot) => (1.0, 1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move4;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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let move3 = move3base * pullback;
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// end spin stuff
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fn fire(x: f32) -> f32 { (x * 18.0).sin() }
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if let Some(ToolKind::Bow) = ability_info.and_then(|a| a.tool) {
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next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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@ -54,49 +56,46 @@ impl Animation for RepeaterAnimation {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
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next.hold.position = Vec3::new(1.2, -1.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_z(-0.1);
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next.hold.scale = Vec3::one() * 1.0 * (1.0 - move3);
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next.hold.position = Vec3::new(0.0, -1.0 + move3 * 2.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-1.57) * Quaternion::rotation_z(0.0);
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next.hold.scale = Vec3::one() * (1.0);
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if speed < 0.5 {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + move1 * -0.75,
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s_a.foot.1 + move1 * 4.0,
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s_a.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.1 + move3 * -0.2)
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* Quaternion::rotation_z(move3 * 0.1);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + move1 * -0.75 - 0.75,
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s_a.foot.1 + move1 * 4.0 + 4.0,
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s_a.foot.2 + move1 * 2.5 + 2.5,
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);
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next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * 0.3 + 0.3);
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next.foot_r.position = Vec3::new(
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s_a.foot.0 + move1 * 0.75 + 0.75,
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s_a.foot.1 + move1 * 4.0 + 4.0,
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s_a.foot.2 + move1 * 2.5 + 2.5,
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);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * -0.3 - 0.3);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 4.0, s_a.shorts.1 + move1 * 1.0);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.6);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 2.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.2);
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next.foot_r.position = Vec3::new(s_a.foot.0 + move1 * 0.75, s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(move1 * 0.06 + move2 * -0.2 + move3 * -0.5)
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* Quaternion::rotation_z(move1 * -0.6 + move3 * 0.8);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(0.0);
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} else {
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};
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.2 + move3 * 0.2);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.1 + move3 * 0.1);
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next.control.position = Vec3::new(
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s_a.bc.0 + move1 * 5.0,
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s_a.bc.1 + move1 * 3.0,
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s_a.bc.2 + move1 * 1.0,
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s_a.bc.2 + move1 * 5.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + move1 * 0.4)
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* Quaternion::rotation_y(s_a.bc.4 + move1 * 0.8)
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* Quaternion::rotation_z(s_a.bc.5);
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next.head.orientation = Quaternion::rotation_y(move1 * 0.15 + move2 * 0.05);
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next.torso.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * 0.1 + move3 * 0.15);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.15)
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* Quaternion::rotation_y(move1 * 0.15 + move2 * 0.05);
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next.torso.orientation = Quaternion::rotation_x(move1 * 0.25 + move3 * -0.2);
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next.hand_l.position = Vec3::new(
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2.0 + fire(move3) * -6.0 - 3.0,
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1.5 + fire(move3) * -6.0 - 3.0,
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0.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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next.hand_l.position = Vec3::new(0.0, -2.5 + move3 * -6.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.5)
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* Quaternion::rotation_y(-0.0)
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* Quaternion::rotation_z(-0.3);
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}
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