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some animation
This commit is contained in:
parent
35876411cd
commit
ca43a0058a
@ -5,7 +5,7 @@ ItemDef(
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kind: Natural,
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hands: Two,
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stats: Direct((
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equip_time_secs: 0.5,
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equip_time_secs: 0.0,
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power: 1.0,
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poise_strength: 1.0,
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speed: 1.0,
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@ -19,6 +19,7 @@ impl Animation for AlphaAnimation {
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f32,
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Option<StageSection>,
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f32,
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f32,
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);
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type Skeleton = BipedLargeSkeleton;
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@ -33,9 +34,10 @@ impl Animation for AlphaAnimation {
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(active_tool_kind, active_tool_spec),
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_second_tool,
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velocity,
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_global_time,
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global_time,
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stage_section,
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acc_vel,
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timer,
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): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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@ -63,6 +65,9 @@ impl Animation for AlphaAnimation {
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_l.position = Vec3::new(
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@ -196,40 +201,70 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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},
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"Tidal Claws" => {
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
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"Tidal Warrior" => {
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if mirror > 0.0 {
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next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
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Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
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* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.3);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
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* Quaternion::rotation_y(move1 * -0.5 + move2 * 0.7)
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* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(
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move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(
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move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
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* Quaternion::rotation_y(move1 * -0.3 + move2 * -0.5);
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next.hand_l.position = Vec3::new(
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-14.0 + move1 * -2.0 + move2 * 4.0,
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2.0 + move2 * 4.0,
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-4.0 + move2 * 3.0,
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);
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next.control_l.position = Vec3::new(
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-14.0 + move2 * 9.0,
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12.0 + move1 * 6.0,
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-12.0 + move1 * 9.0,
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
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* Quaternion::rotation_y(move2 * 0.5)
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* Quaternion::rotation_z(
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-0.35 + move1 * -0.5 + move2 * 1.0,
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);
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next.control_r.position = Vec3::new(
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14.0 + move2 * -9.0,
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12.0 + move1 * 6.0,
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-12.0 + move1 * 9.0,
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next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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} else {
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next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
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* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
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* Quaternion::rotation_y(move1 * 0.5 + move2 * -0.7)
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* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
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next.hand_r.position = Vec3::new(
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14.0 + move1 * 2.0 + move2 * -4.0,
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2.0 + move2 * 4.0,
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-4.0 + move2 * 3.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
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* Quaternion::rotation_y(-0.15)
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* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
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next.control_r.orientation =
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Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
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* Quaternion::rotation_y(0.15)
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* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
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* Quaternion::rotation_y(move2 * -0.5)
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* Quaternion::rotation_z(0.35 + move1 * 0.5 + move2 * -1.0);
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next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0)
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* Quaternion::rotation_z(-0.35);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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};
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},
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"Minotaur" => {
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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@ -2,19 +2,23 @@ use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use common::{
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comp::item::{AbilitySpec, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct BeamAnimation;
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impl Animation for BeamAnimation {
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type Dependency<'a> = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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f32,
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Vec3<f32>,
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Option<StageSection>,
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f32,
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f32,
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);
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type Skeleton = BipedLargeSkeleton;
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@ -25,7 +29,15 @@ impl Animation for BeamAnimation {
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#[allow(clippy::single_match)] // 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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(active_tool_kind, _second_tool_kind, _global_time, velocity, stage_section, acc_vel): Self::Dependency<'a>,
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(
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(active_tool_kind, active_tool_spec),
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_second_tool_kind,
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global_time,
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velocity,
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stage_section,
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acc_vel,
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timer,
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): 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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@ -46,7 +58,9 @@ impl Animation for BeamAnimation {
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 0.4).sin())
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* speednorm;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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@ -58,8 +72,6 @@ impl Animation for BeamAnimation {
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Sceptre) | Some(ToolKind::Staff) => {
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let (move1base, move2shake, _move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (
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(anim_time.powf(0.25)).min(1.0),
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@ -78,6 +90,8 @@ impl Animation for BeamAnimation {
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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match active_tool_kind {
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Some(ToolKind::Sceptre) | Some(ToolKind::Staff) => {
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next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
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next.control_r.position =
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Vec3::new(1.0 + move1 * 5.0, 2.0 + move1 * 1.0, 2.0 + move1 * 14.0);
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@ -116,6 +130,56 @@ impl Animation for BeamAnimation {
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next.torso.orientation = Quaternion::rotation_x(move1 * -0.1);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * 1.0);
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},
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Some(ToolKind::Natural) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Tidal Warrior" => {
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if mirror > 0.0 {
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next.head.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
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next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.shoulder_l.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
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* Quaternion::rotation_y(move1 * -0.5)
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* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
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next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
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* Quaternion::rotation_y(move1 * -0.5)
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* Quaternion::rotation_z(0.35 - move2shake * 0.07);
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next.shoulder_r.orientation = Quaternion::rotation_z(move1 * -0.3);
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} else {
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next.head.orientation = Quaternion::rotation_z(move1 * 0.6);
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next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.hand_l.position = Vec3::new(-14.0 + move1 * 3.0, 2.0, -4.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2shake * 0.07)
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* Quaternion::rotation_y(move1 * 0.5)
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* Quaternion::rotation_z(-0.35 + move2shake * 0.07);
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next.hand_r.position = Vec3::new(14.0 + move1 - 3.0, 2.0, -4.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0 + move2shake * -0.07)
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* Quaternion::rotation_y(move1 * 0.5)
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* Quaternion::rotation_z(0.35 - move2shake * -0.07);
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next.shoulder_r.orientation = Quaternion::rotation_z(move1 * 0.3);
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};
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},
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_ => {},
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}
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}
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},
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_ => {},
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}
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@ -46,7 +46,7 @@ impl Animation for DashAnimation {
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let lab: f32 = 0.65 * s_a.tempo;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let speednorm = (speed / 12.0).powf(0.4);
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let speednorm = (speed.min(16.0) / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
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@ -64,12 +64,18 @@ impl Animation for DashAnimation {
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next.second.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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let (move1base, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, (anim_time.powf(4.0)).min(1.0), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(4.0), 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0, 0.0),
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let (move1base, motion, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (
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1.0,
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(acc_vel * lab).sin(),
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(anim_time.powf(4.0)).min(1.0),
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0.0,
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0.0,
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),
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Some(StageSection::Swing) => (1.0, 1.0, 1.0, anim_time.powf(4.0), 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 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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@ -189,6 +195,32 @@ impl Animation for DashAnimation {
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next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
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},
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"Tidal Warrior" => {
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next.head.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * -0.3);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1)
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* Quaternion::rotation_z(move1 * 1.57);
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next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.1)
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* Quaternion::rotation_x(move1 * -0.1)
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* Quaternion::rotation_z(move1 * -0.2);
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next.hand_l.position = Vec3::new(-14.0, 2.0 + motion * 1.5, -4.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.35 + motion * -0.6);
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next.hand_r.position = Vec3::new(14.0, 2.0 + motion * -1.5, -4.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.35 + motion * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8);
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},
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_ => {},
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}
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}
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@ -48,8 +48,8 @@ impl Animation for RunAnimation {
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*rate = 1.0;
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let lab: f32 = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.6);
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let speednormlow = (speed / 12.0).powf(4.0);
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let speednorm = (speed.min(16.0) / 12.0).powf(0.6);
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let speednormlow = (speed.min(16.0) / 12.0).powf(4.0);
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let footvertl = (acc_vel * lab + PI * -0.2).sin() * speednorm;
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let footvertr = (acc_vel * lab + PI * -1.2).sin() * speednorm;
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@ -119,16 +119,17 @@ impl Animation for RunAnimation {
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let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
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let footstrafel = (acc_vel * lab + PI * 1.45).sin();
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let footstrafer = (acc_vel * lab + PI * (0.95)).sin();
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let footvertsl = (acc_vel * lab).sin();
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let footvertsr = (acc_vel * lab + PI * 0.5).sin();
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let footstrafel = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let footstrafer = (acc_vel * lab + PI * (0.95)).sin() * speednorm;
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let footvertsl = (acc_vel * lab).sin() * speednorm;
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let footvertsr = (acc_vel * lab + PI * 0.5).sin() * speednorm;
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let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
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let side =
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(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
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let side = ((velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x)
|
||||
* -1.0)
|
||||
.min(1.0)
|
||||
.max(-1.0);
|
||||
let sideabs = side.abs();
|
||||
|
||||
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
|
||||
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
@ -212,14 +212,17 @@ impl Animation for StunnedAnimation {
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
"Tidal Claws" => {
|
||||
next.control_l.position = Vec3::new(-14.0, 12.0, -12.0);
|
||||
next.control_r.position = Vec3::new(14.0, 12.0, -12.0);
|
||||
"Tidal Warrior" => {
|
||||
next.head.orientation = Quaternion::rotation_x(move1 * -2.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(move1 * 1.0);
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.0);
|
||||
next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
|
||||
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
|
||||
|
||||
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);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0)
|
||||
* Quaternion::rotation_z(-0.35);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
|
||||
},
|
||||
"Beast Claws" => {
|
||||
next.shoulder_l.position =
|
||||
|
@ -2,15 +2,18 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{AbilitySpec, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct SummonAnimation;
|
||||
|
||||
impl Animation for SummonAnimation {
|
||||
type Dependency<'a> = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<ToolKind>, Option<&'a AbilitySpec>),
|
||||
(Option<ToolKind>, Option<&'a AbilitySpec>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
@ -25,7 +28,14 @@ impl Animation for SummonAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner<'a>(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency<'a>,
|
||||
(
|
||||
(active_tool_kind, active_tool_spec),
|
||||
_second_tool_kind,
|
||||
velocity,
|
||||
_global_time,
|
||||
stage_section,
|
||||
acc_vel,
|
||||
): Self::Dependency<'a>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -55,21 +65,6 @@ impl Animation for SummonAnimation {
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
|
||||
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(move1 * 0.8 + 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(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
@ -84,6 +79,23 @@ impl Animation for SummonAnimation {
|
||||
#[allow(clippy::single_match)]
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Staff) => {
|
||||
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(
|
||||
move1 * 0.8 + 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(
|
||||
move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_x(0.0);
|
||||
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
|
||||
next.control_r.position = Vec3::new(
|
||||
@ -108,7 +120,77 @@ impl Animation for SummonAnimation {
|
||||
next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
|
||||
* Quaternion::rotation_y(-0.1 + move2 * -0.8);
|
||||
},
|
||||
Some(ToolKind::Natural) => {
|
||||
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
|
||||
match spec.as_str() {
|
||||
"Tidal Warrior" => {
|
||||
let (move1base, move2base, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
|
||||
Some(StageSection::Cast) => (1.0, (anim_time * 30.0).sin(), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
next.torso.position = Vec3::new(0.0, 0.0 + move1 * 1.0, move1 * -4.0);
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
|
||||
* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
|
||||
* Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
|
||||
next.head.orientation = Quaternion::rotation_x(move1 * 1.4)
|
||||
* Quaternion::rotation_y(move2 * 0.02);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
|
||||
* Quaternion::rotation_y(move2 * -0.02);
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.2)
|
||||
* Quaternion::rotation_y(move2 * 0.02);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-14.0 + move1 * -5.0,
|
||||
2.0 + move1 * -2.0,
|
||||
-4.0 + move1 * 12.0,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
14.0 + move1 * 5.0,
|
||||
2.0 + move1 * -2.0,
|
||||
-4.0 + move1 * 12.0,
|
||||
);
|
||||
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
|
||||
* Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
|
||||
* Quaternion::rotation_z(-0.35);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
|
||||
* Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
|
||||
* Quaternion::rotation_z(0.35);
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.foot_l.position =
|
||||
Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
|
||||
next.foot_r.position =
|
||||
Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
|
@ -251,14 +251,14 @@ impl Animation for WieldAnimation {
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
"Tidal Claws" => {
|
||||
next.control_l.position = Vec3::new(-14.0, 12.0, -12.0);
|
||||
next.control_r.position = Vec3::new(14.0, 12.0, -12.0);
|
||||
"Tidal Warrior" => {
|
||||
next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
|
||||
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
|
||||
|
||||
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);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0)
|
||||
* Quaternion::rotation_z(-0.35);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
|
||||
},
|
||||
"Beast Claws" => {
|
||||
next.shoulder_l.position =
|
||||
|
@ -3807,6 +3807,7 @@ impl FigureMgr {
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.acc_vel,
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -4005,6 +4006,7 @@ impl FigureMgr {
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.acc_vel,
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -4090,8 +4092,8 @@ impl FigureMgr {
|
||||
anim::biped_large::SummonAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
(active_tool_kind, active_tool_spec),
|
||||
(second_tool_kind, second_tool_spec),
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -4185,12 +4187,13 @@ impl FigureMgr {
|
||||
anim::biped_large::BeamAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
(active_tool_kind, active_tool_spec),
|
||||
(second_tool_kind, second_tool_spec),
|
||||
time,
|
||||
rel_vel,
|
||||
Some(s.stage_section),
|
||||
state.acc_vel,
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
|
Loading…
Reference in New Issue
Block a user