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Add missing biped_large anims
This commit is contained in:
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9c003cf572
commit
d5e60d93b4
@ -85,13 +85,13 @@ impl Animation for AlphaAnimation {
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let switch = if random > 0.5 { 1.0 } else { -1.0 };
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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next.hand_l.position = Vec3::new(-4.75, -1.0, 2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 5.0, 2.0);
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next.main.position = Vec3::new(0.0, 5.0, -6.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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219
voxygen/src/anim/src/biped_large/beam.rs
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219
voxygen/src/anim/src/biped_large/beam.rs
Normal file
@ -0,0 +1,219 @@
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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::{
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comp::item::{Hands, 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 Input {
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pub attack: bool,
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}
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pub struct BeamAnimation;
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impl Animation for BeamAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f64,
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f32,
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_beam\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beam")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, _global_time, velocity, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let movement = (anim_time as f32 * 1.0).min(1.0);
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 8.0, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.control.position = Vec3::new(-4.0, 7.0, 4.0);
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next.control.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.15)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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let slow = (anim_time as f32 * 8.0).sin();
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let slowalt = (anim_time as f32 * 8.0 + PI / 2.0).sin();
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let slowmid = (anim_time as f32 * 8.0 + PI / 4.0).sin();
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let fast = (anim_time as f32 * 16.0).sin();
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//println!("{:?}", anim_time);
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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next.control.position = Vec3::new(
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-4.0 + movement * 16.0,
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7.0 + movement,
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4.0 + movement * 4.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(-0.3 + movement * -1.2)
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* Quaternion::rotation_y(0.15 + movement * -1.4)
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* Quaternion::rotation_z(0.0 + movement * -1.7);
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next.head.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
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next.hand_l.position = Vec3::new(
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0.0 + movement * -1.0,
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0.0 + movement * -5.0,
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-4.0 + movement * 19.0,
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);
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(movement * -0.5);
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + movement * -3.0,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(movement * -0.5)
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* Quaternion::rotation_z(movement * 0.5);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + movement * 4.0,
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skeleton_attr.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_z(movement * 0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(movement * -0.2)
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* Quaternion::rotation_z(movement * 0.5);
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next.lower_torso.orientation =
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Quaternion::rotation_x(movement * 0.2)
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* Quaternion::rotation_z(movement * -0.2);
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} else {
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};
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},
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StageSection::Cast => {
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next.control.position = Vec3::new(12.0, 8.0 + slow * 2.0, 8.0);
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next.control.orientation = Quaternion::rotation_x(-1.5)
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* Quaternion::rotation_y(-1.25 + fast * 0.07)
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* Quaternion::rotation_z(-1.7 + slowmid * 0.3);
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next.hand_l.position = Vec3::new(
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-1.0 + slow * 3.5,
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-5.0 + slow * -2.0 + fast * -1.5,
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15.0 + slowalt * 3.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.57)
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* Quaternion::rotation_y(-1.1 + slowmid * -0.3)
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* Quaternion::rotation_z(-2.8);
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(-0.5 + fast * 0.05);
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 3.0,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(0.5);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 4.0,
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skeleton_attr.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_z(0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(-0.2 + slow * 0.05)
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* Quaternion::rotation_z(0.5);
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next.lower_torso.orientation =
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Quaternion::rotation_x(0.2) * Quaternion::rotation_z(-0.2);
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} else {
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};
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(
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12.0 + movement * -16.0,
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8.0 + movement * -1.0,
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8.0 + movement * -4.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(-1.5 + movement * 1.2)
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* Quaternion::rotation_y(-1.25 + movement * 1.4)
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* Quaternion::rotation_z(-1.7 + movement * 1.7);
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next.hand_l.position = Vec3::new(
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-1.0 + movement,
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-5.0 + movement * 5.0,
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15.0 + movement * -19.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(1.57 + movement * -0.3)
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* Quaternion::rotation_y(-1.1 + movement * 1.1)
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* Quaternion::rotation_z(-2.8 + movement * 2.8);
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(movement * 0.5);
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 3.0 + movement * 3.0,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.5 + movement * 0.5)
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* Quaternion::rotation_z(0.5 + movement * -0.5);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 4.0 + movement * -4.0,
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skeleton_attr.foot.2,
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);
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next.foot_r.orientation =
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Quaternion::rotation_z(0.5 + movement * -0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(-0.2 + movement * 0.2)
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* Quaternion::rotation_z(0.5 + movement * -0.5);
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next.lower_torso.orientation =
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Quaternion::rotation_x(0.2 + movement * -0.2)
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* Quaternion::rotation_z(-0.2 + movement * 0.2);
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} else {
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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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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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) {
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(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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next
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}
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}
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@ -58,13 +58,13 @@ impl Animation for BetaAnimation {
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let stab = (anim_time as f32 * 2.5).sin();
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
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next.hand_l.position = Vec3::new(-4.75, -1.0, 2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 5.0, 2.0);
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next.main.position = Vec3::new(0.0, 5.0, -6.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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364
voxygen/src/anim/src/biped_large/leapmelee.rs
Normal file
364
voxygen/src/anim/src/biped_large/leapmelee.rs
Normal file
@ -0,0 +1,364 @@
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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::{
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comp::item::{Hands, 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 LeapAnimation;
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impl Animation for LeapAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_leapmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_leapmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let movement = (anim_time as f32 * 1.0).min(1.0);
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if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
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next.hand_l.scale = Vec3::one() * 1.08;
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next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
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next.hand_r.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(0.0, 0.0, 12.0);
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next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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next.control.position = Vec3::new(6.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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next.control.position = Vec3::new(6.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * 0.5);
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next.upper_torso.orientation = Quaternion::rotation_x(movement * 0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * 0.5);
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next.head.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * -0.4);
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},
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StageSection::Movement => {
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next.control.position = Vec3::new(
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6.0 + movement * -10.0,
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7.0 + movement * 5.0,
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1.0 + movement * 5.0,
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);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5 + movement * 0.5);
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next.upper_torso.orientation = Quaternion::rotation_x(0.3 + movement * 0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5 + movement * 0.2);
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next.head.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(movement * -0.1)
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* Quaternion::rotation_z(-0.4 + movement * -0.2);
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(-0.8);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.9);
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},
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StageSection::Swing => {
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next.control.position =
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Vec3::new(-4.0, 12.0 + movement * 5.0, 6.0 + movement * -7.0);
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next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.0 + movement * 0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(0.6 + movement * -0.9)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.7 + movement * -0.7);
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next.head.orientation = Quaternion::rotation_x(movement * 0.2)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(-0.6 + movement * 0.6);
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next.hand_l.position = Vec3::new(-12.0 + movement * 10.0, 0.0, 0.0);
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 - 5.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.9);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_x(-0.8);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(-4.0, 17.0, -1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-2.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.5);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(-0.3 + movement * 0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.head.orientation = Quaternion::rotation_x(0.2)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(-2.0, 0.0, 0.0);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
* Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.08;
|
||||
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
* Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.hand_r.scale = Vec3::one() * 1.06;
|
||||
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
|
||||
next.control.orientation = Quaternion::rotation_x(1.8)
|
||||
* Quaternion::rotation_y(-0.5)
|
||||
* Quaternion::rotation_z(PI - 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
next.control.position = Vec3::new(
|
||||
-3.0 + movement * 3.0,
|
||||
11.0 + movement * 1.0,
|
||||
3.0 + movement * 12.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(1.8 + movement * -1.0)
|
||||
* Quaternion::rotation_y(-0.5 + movement * 0.5)
|
||||
* Quaternion::rotation_z(PI + 0.2 - movement * 0.2);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement * -0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(movement * 0.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * 0.9);
|
||||
|
||||
next.foot_r.orientation = Quaternion::rotation_x(movement * 0.9);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(movement * 0.3);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
},
|
||||
|
||||
StageSection::Movement => {
|
||||
next.control.position = Vec3::new(
|
||||
0.0, 12.0, //11
|
||||
15.0,
|
||||
);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.8 + movement * -0.5)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(PI);
|
||||
next.torso.orientation = Quaternion::rotation_x(-0.3 + movement * 6.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * 4.0,
|
||||
skeleton_attr.foot.2 - 8.0 + movement * 3.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.9);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * 4.0,
|
||||
skeleton_attr.foot.2 - 8.0 + movement * 3.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9);
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
next.torso.orientation = Quaternion::rotation_x(movement * -1.8 * PI);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(0.3 + movement * 0.1);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.control.position =
|
||||
Vec3::new(0.0, 12.0 + movement * 3.0, 15.0 + movement * -15.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -1.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(PI);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(movement * 0.2);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 4.0 + movement * -8.0,
|
||||
skeleton_attr.foot.2 - 5.0 + movement * -3.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 4.0 + movement * -8.0,
|
||||
skeleton_attr.foot.2 - 5.0 + movement * -3.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
|
||||
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(-1.9 * PI - movement * 0.2 * PI);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
next.control.position = Vec3::new(0.0, 15.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(PI);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.2);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 8.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(-6.7 + movement * -0.1 * PI);
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 4.0,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.9);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 4.0,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.9);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//next.lantern.position = Vec3::new(
|
||||
// skeleton_attr.lantern.0,
|
||||
// skeleton_attr.lantern.1,
|
||||
// skeleton_attr.lantern.2,
|
||||
//);
|
||||
//next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
//next.glider.scale = Vec3::one() * 0.0;
|
||||
//next.l_control.scale = Vec3::one();
|
||||
//next.r_control.scale = Vec3::one();
|
||||
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
) {
|
||||
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
//next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
//next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
//next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
next
|
||||
}
|
||||
}
|
@ -1,10 +1,13 @@
|
||||
pub mod alpha;
|
||||
pub mod beam;
|
||||
pub mod beta;
|
||||
pub mod charge;
|
||||
pub mod dash;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
pub mod leapmelee;
|
||||
pub mod run;
|
||||
pub mod shockwave;
|
||||
pub mod shoot;
|
||||
pub mod spin;
|
||||
pub mod spinmelee;
|
||||
@ -12,9 +15,10 @@ pub mod wield;
|
||||
|
||||
// Reexports
|
||||
pub use self::{
|
||||
alpha::AlphaAnimation, beta::BetaAnimation, charge::ChargeAnimation, dash::DashAnimation,
|
||||
idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, shoot::ShootAnimation,
|
||||
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, wield::WieldAnimation,
|
||||
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, charge::ChargeAnimation,
|
||||
dash::DashAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
|
||||
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, wield::WieldAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||
|
188
voxygen/src/anim/src/biped_large/shockwave.rs
Normal file
188
voxygen/src/anim/src/biped_large/shockwave.rs
Normal file
@ -0,0 +1,188 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct Input {
|
||||
pub attack: bool,
|
||||
}
|
||||
pub struct ShockwaveAnimation;
|
||||
|
||||
impl Animation for ShockwaveAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
f64,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
);
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_shockwave\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shockwave")]
|
||||
#[allow(clippy::single_match)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, second_tool_kind, _global_time, velocity, stage_section): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
skeleton_attr: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let movement = (anim_time as f32 * 1.0).min(1.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 8.0, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
|
||||
next.control.position = Vec3::new(-4.0, 7.0, 4.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.15)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
let twist = movement * 0.8;
|
||||
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
next.control.position = Vec3::new(
|
||||
-4.0 + movement * 5.0,
|
||||
7.0 + movement * 3.0,
|
||||
4.0 + movement * 10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3 + movement * 0.8)
|
||||
* Quaternion::rotation_y(0.15 + movement * -0.15)
|
||||
* Quaternion::rotation_z(movement * 0.8);
|
||||
next.head.orientation = Quaternion::rotation_x(movement * 0.4)
|
||||
* Quaternion::rotation_z(twist * 0.2);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + movement * 2.0,
|
||||
);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(twist * -0.2);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(twist);
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * -7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * -0.8)
|
||||
* Quaternion::rotation_z(movement * 0.3);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * 5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_y(movement * -0.3)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
} else {
|
||||
};
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.control.position = Vec3::new(1.0, 10.0, 14.0 + movement * -2.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.5 + movement * 0.3)
|
||||
* Quaternion::rotation_y(movement * 0.3)
|
||||
* Quaternion::rotation_z(0.8 + movement * -0.8);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.4)
|
||||
* Quaternion::rotation_z(0.2 + movement * -0.8);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + 2.0 + movement * -4.0,
|
||||
);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement * -0.8)
|
||||
* Quaternion::rotation_z(movement * -0.3);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(movement * 0.3)
|
||||
* Quaternion::rotation_z(0.8 + movement * -0.8);
|
||||
if velocity < 0.5 {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 7.0 + movement * 7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.8 + movement * 0.8)
|
||||
* Quaternion::rotation_z(0.3 + movement * -0.3);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 5.0 + movement * -5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_y(-0.3 + movement * 0.3)
|
||||
* Quaternion::rotation_z(0.4 + movement * -0.4);
|
||||
} else {
|
||||
};
|
||||
},
|
||||
StageSection::Recover => {
|
||||
next.control.position = Vec3::new(
|
||||
1.0 + movement * -5.0,
|
||||
10.0 + movement * -3.0,
|
||||
12.0 + movement * -8.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.8 + movement * -1.1)
|
||||
* Quaternion::rotation_y(movement * -0.15)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.head.orientation = Quaternion::rotation_x(0.4 + movement * -0.4)
|
||||
* Quaternion::rotation_z(-0.6 + movement * 0.6);
|
||||
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_x(0.3 + movement * -0.3);
|
||||
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 - 2.0 + movement * 2.0,
|
||||
);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(-0.8 + movement * 0.8)
|
||||
* Quaternion::rotation_z(-0.3 + movement * 0.3);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
) {
|
||||
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -58,13 +58,13 @@ impl Animation for SpinAnimation {
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
if let Some(ToolKind::Sword(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.position = Vec3::new(-4.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.main.position = Vec3::new(0.0, 5.0, 2.0);
|
||||
next.main.position = Vec3::new(0.0, 5.0, -6.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
@ -308,7 +308,7 @@ impl Animation for WieldAnimation {
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.position = Vec3::new(-4.75, -1.0, 2.5);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
@ -316,7 +316,7 @@ impl Animation for WieldAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.main.position = Vec3::new(1.0, 6.0, 1.0);
|
||||
next.main.position = Vec3::new(3.0, 6.0, -5.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.control.position = Vec3::new(-7.0, 7.0, -10.0);
|
||||
|
@ -2454,6 +2454,100 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::LeapMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Axe(_) | ToolKind::Hammer(_)) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time
|
||||
/ s.static_data.movement_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
},
|
||||
_ => state.state_time,
|
||||
};
|
||||
|
||||
anim::biped_large::LeapAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Shockwave(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::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::biped_large::ShockwaveAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
vel.0.magnitude(),
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::BasicBeam(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::Cast => s.timer.as_secs_f64(),
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::biped_large::BeamAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
vel.0.magnitude(),
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
// TODO!
|
||||
_ => target_base,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user