mirror of
https://gitlab.com/veloren/veloren.git
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Merge branch 'sam/2h-offhand-anim-fixes' into 'master'
2 Hand Offhand Animation Fixes See merge request veloren/veloren!2129
This commit is contained in:
commit
f7f2eb4b9b
@ -2,7 +2,7 @@ ItemDef(
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name: "Orichalcum Mace",
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description: "Forged with orichalcum.",
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kind: Tool((
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kind: Axe,
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kind: Hammer,
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hands: One,
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stats: Direct((
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equip_time_secs: 0.4,
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|
@ -689,14 +689,10 @@ impl AbilityInfo {
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} else {
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unwrap_tool_data(data, EquipSlot::Mainhand)
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};
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let (tool, hand) = if from_offhand {
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(tool_data.map(|t| t.kind), Some(HandInfo::OffHand))
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} else {
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(
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tool_data.map(|t| t.kind),
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tool_data.map(|t| HandInfo::from_main_tool(t)),
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)
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};
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let (tool, hand) = (
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tool_data.map(|t| t.kind),
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tool_data.map(|t| HandInfo::from_main_tool(t, from_offhand)),
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);
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Self {
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tool,
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@ -715,10 +711,16 @@ pub enum HandInfo {
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}
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impl HandInfo {
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pub fn from_main_tool(tool: &Tool) -> Self {
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pub fn from_main_tool(tool: &Tool, from_offhand: bool) -> Self {
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match tool.hands {
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Hands::Two => Self::TwoHanded,
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Hands::One => Self::MainHand,
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Hands::One => {
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if from_offhand {
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Self::OffHand
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} else {
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Self::MainHand
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}
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},
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}
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}
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}
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|
@ -106,7 +106,9 @@ impl Animation for AlphaAnimation {
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
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.and_then(|a| a.tool)
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{
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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@ -283,6 +285,11 @@ impl Animation for AlphaAnimation {
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},
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(_, _) => {},
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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|
@ -2,15 +2,19 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, 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::{Hands, ToolKind},
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states::utils::{AbilityInfo, 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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#[allow(clippy::type_complexity)]
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Option<AbilityInfo>,
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(Option<Hands>, Option<Hands>),
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f32,
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f32,
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Option<StageSection>,
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@ -24,7 +28,7 @@ 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(
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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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(ability_info, hands, _global_time, velocity, stage_section): Self::Dependency,
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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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@ -53,7 +57,7 @@ impl Animation for BeamAnimation {
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* Quaternion::rotation_y(0.15)
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* Quaternion::rotation_z(0.0);
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match active_tool_kind {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.control.position = Vec3::new(
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s_a.stc.0 + (move1 * 16.0) * (1.0 - move3),
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@ -109,6 +113,10 @@ impl Animation for BeamAnimation {
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_ => {},
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}
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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|
@ -52,7 +52,9 @@ impl Animation for BetaAnimation {
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next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
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.and_then(|a| a.tool)
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{
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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@ -125,6 +127,10 @@ impl Animation for BetaAnimation {
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(_, _) => {},
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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@ -81,7 +81,9 @@ impl Animation for ChargeswingAnimation {
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
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.and_then(|a| a.tool)
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{
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Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
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@ -127,6 +129,7 @@ impl Animation for ChargeswingAnimation {
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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match ability_info.and_then(|a| a.tool) {
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@ -165,6 +168,10 @@ impl Animation for ChargeswingAnimation {
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(_, _) => {},
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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@ -91,25 +91,27 @@ impl Animation for DashAnimation {
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* Quaternion::rotation_y(slow(anim_time) * 0.4);
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
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s_a.sc.1 + (move2.min(1.0) * -2.0),
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s_a.sc.2 + (move2.min(1.0) * 2.0),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
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* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
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},
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_ => {},
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next.control.position = Vec3::new(
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s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
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s_a.sc.1 + (move2.min(1.0) * -2.0),
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s_a.sc.2 + (move2.min(1.0) * 2.0),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
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* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
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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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@ -169,6 +171,10 @@ impl Animation for DashAnimation {
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(_, _) => {},
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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|
@ -88,7 +88,7 @@ impl Animation for IdleAnimation {
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next.glider.scale = Vec3::one() * 0.0;
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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match hands {
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(Some(Hands::Two), _) => match active_tool_kind {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation =
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@ -142,6 +142,10 @@ impl Animation for IdleAnimation {
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(_, _) => Vec3::zero(),
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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|
@ -136,7 +136,13 @@ impl Animation for JumpAnimation {
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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match active_tool_kind {
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let main_tool = if let (None, Some(Hands::Two)) = hands {
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second_tool_kind
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} else {
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active_tool_kind
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};
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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next.main.orientation =
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@ -217,6 +223,11 @@ impl Animation for JumpAnimation {
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(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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|
@ -115,44 +115,46 @@ impl Animation for LeapAnimation {
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Hammer) => {
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
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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);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + move2 * -10.0 + move3 * 10.0,
|
||||
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
|
||||
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + move2 * 1.57 + move3 * -2.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + move2 * -10.0 + move3 * 10.0,
|
||||
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
|
||||
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + move2 * 1.57 + move3 * -2.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move2 * 8.0 + move3 * 15.0,
|
||||
s_a.ac.1 + move3 * -10.0,
|
||||
s_a.ac.2 + move3 * 4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move2 * -0.8 + move3 * -4.0)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move2 * -0.6 + move3 * -1.6);
|
||||
},
|
||||
_ => {},
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move2 * 8.0 + move3 * 15.0,
|
||||
s_a.ac.1 + move3 * -10.0,
|
||||
s_a.ac.2 + move3 * 4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move2 * -0.8 + move3 * -4.0)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move2 * -0.6 + move3 * -1.6);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
@ -232,6 +234,11 @@ impl Animation for LeapAnimation {
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,13 +2,17 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
pub struct RepeaterAnimation;
|
||||
|
||||
impl Animation for RepeaterAnimation {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Option<AbilityInfo>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
@ -22,7 +26,7 @@ impl Animation for RepeaterAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(ability_info, hands, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -42,7 +46,7 @@ impl Animation for RepeaterAnimation {
|
||||
|
||||
fn fire(x: f32) -> f32 { (x * 18.0).sin() }
|
||||
|
||||
if let Some(ToolKind::Bow) = active_tool_kind {
|
||||
if let Some(ToolKind::Bow) = ability_info.and_then(|a| a.tool) {
|
||||
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
@ -96,6 +100,10 @@ impl Animation for RepeaterAnimation {
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
}
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -200,7 +200,13 @@ impl Animation for RunAnimation {
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
match active_tool_kind {
|
||||
let main_tool = if let (None, Some(Hands::Two)) = hands {
|
||||
second_tool_kind
|
||||
} else {
|
||||
active_tool_kind
|
||||
};
|
||||
|
||||
match main_tool {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 7.0);
|
||||
next.main.orientation =
|
||||
@ -281,6 +287,11 @@ impl Animation for RunAnimation {
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::Hands,
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
|
||||
pub struct Input {
|
||||
pub attack: bool,
|
||||
@ -10,9 +13,10 @@ pub struct Input {
|
||||
pub struct ShockwaveAnimation;
|
||||
|
||||
impl Animation for ShockwaveAnimation {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Option<AbilityInfo>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
@ -26,7 +30,7 @@ impl Animation for ShockwaveAnimation {
|
||||
#[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,
|
||||
(_ability_info, hands, _global_time, velocity, stage_section): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -104,6 +108,11 @@ impl Animation for ShockwaveAnimation {
|
||||
next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
|
||||
}
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,14 +2,18 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection, util::Dir};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
util::Dir,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct ShootAnimation;
|
||||
|
||||
type ShootAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Option<AbilityInfo>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
@ -29,8 +33,8 @@ impl Animation for ShootAnimation {
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
ability_info,
|
||||
hands,
|
||||
velocity,
|
||||
orientation,
|
||||
last_ori,
|
||||
@ -61,7 +65,8 @@ impl Animation for ShootAnimation {
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
match active_tool_kind {
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
||||
@ -174,6 +179,10 @@ impl Animation for ShootAnimation {
|
||||
|
||||
next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -123,52 +123,54 @@ impl Animation for SpinAnimation {
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
|
||||
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 - 1.57 + movement1base * PI);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
|
||||
},
|
||||
_ => {},
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
|
||||
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 - 1.57 + movement1base * PI);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
@ -245,6 +247,11 @@ impl Animation for SpinAnimation {
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -102,7 +102,9 @@ impl Animation for SpinMeleeAnimation {
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
@ -202,6 +204,11 @@ impl Animation for SpinMeleeAnimation {
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -32,7 +32,7 @@ impl Animation for StaggeredAnimation {
|
||||
skeleton: &Self::Skeleton,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
global_time,
|
||||
@ -73,92 +73,94 @@ impl Animation for StaggeredAnimation {
|
||||
if wield_status {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
match (hands, active_tool_kind, second_tool_kind) {
|
||||
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
|
||||
match tool {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
|
||||
* Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
|
||||
* Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
|
||||
* Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
|
||||
* Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5);
|
||||
},
|
||||
Some(ToolKind::Hammer | ToolKind::Pick) => {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
|
||||
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5);
|
||||
},
|
||||
Some(ToolKind::Hammer | ToolKind::Pick) => {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4);
|
||||
|
||||
next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4)
|
||||
* Quaternion::rotation_z(s_a.hc.5);
|
||||
},
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
|
||||
next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4)
|
||||
* Quaternion::rotation_z(s_a.hc.5);
|
||||
},
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
|
||||
* Quaternion::rotation_y(s_a.sthr.4);
|
||||
|
||||
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
|
||||
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
|
||||
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
|
||||
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
|
||||
* Quaternion::rotation_y(s_a.stc.4)
|
||||
* Quaternion::rotation_z(s_a.stc.5);
|
||||
},
|
||||
Some(ToolKind::Bow) => {
|
||||
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
|
||||
* Quaternion::rotation_y(s_a.stc.4)
|
||||
* Quaternion::rotation_z(s_a.stc.5);
|
||||
},
|
||||
Some(ToolKind::Bow) => {
|
||||
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
|
||||
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
|
||||
},
|
||||
Some(ToolKind::Debug) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_x(3.14);
|
||||
},
|
||||
Some(ToolKind::Farming) => {
|
||||
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57);
|
||||
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57);
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(3.14);
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
|
||||
},
|
||||
Some(ToolKind::Debug) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_x(3.14);
|
||||
},
|
||||
Some(ToolKind::Farming) => {
|
||||
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57);
|
||||
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57);
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(3.14);
|
||||
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
((_, _), _, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
@ -249,6 +251,10 @@ impl Animation for StaggeredAnimation {
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -94,8 +94,8 @@ impl Animation for StandAnimation {
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
match (hands, active_tool_kind, second_tool_kind) {
|
||||
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
|
||||
Some(ToolKind::Bow) => {
|
||||
next.main.position = Vec3::new(0.0, -5.0, 6.0);
|
||||
next.main.orientation =
|
||||
@ -112,7 +112,7 @@ impl Animation for StandAnimation {
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
},
|
||||
(_, _) => {},
|
||||
((_, _), _, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
@ -148,6 +148,11 @@ impl Animation for StandAnimation {
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -73,7 +73,7 @@ impl Animation for StunnedAnimation {
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
@ -213,6 +213,10 @@ impl Animation for StunnedAnimation {
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -171,7 +171,13 @@ impl Animation for SwimAnimation {
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
match active_tool_kind {
|
||||
let main_tool = if let (None, Some(Hands::Two)) = hands {
|
||||
second_tool_kind
|
||||
} else {
|
||||
active_tool_kind
|
||||
};
|
||||
|
||||
match main_tool {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 7.0);
|
||||
next.main.orientation =
|
||||
@ -258,6 +264,10 @@ impl Animation for SwimAnimation {
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,13 +2,20 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::ToolKind;
|
||||
use common::comp::item::{Hands, ToolKind};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
pub struct SwimWieldAnimation;
|
||||
|
||||
impl Animation for SwimWieldAnimation {
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f32);
|
||||
#[allow(clippy::type_complexity)]
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -18,7 +25,7 @@ impl Animation for SwimWieldAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, velocity, global_time): Self::Dependency,
|
||||
(active_tool_kind, second_tool_kind, hands, velocity, global_time): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -107,7 +114,14 @@ impl Animation for SwimWieldAnimation {
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
||||
next.shorts.orientation = Quaternion::rotation_z(0.3);
|
||||
}
|
||||
match active_tool_kind {
|
||||
|
||||
let main_tool = if let (None, Some(Hands::Two)) = hands {
|
||||
second_tool_kind
|
||||
} else {
|
||||
active_tool_kind
|
||||
};
|
||||
|
||||
match main_tool {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation =
|
||||
@ -317,6 +331,10 @@ impl Animation for SwimWieldAnimation {
|
||||
_ => {},
|
||||
}
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -33,7 +33,7 @@ impl Animation for WieldAnimation {
|
||||
skeleton: &Self::Skeleton,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
orientation,
|
||||
last_ori,
|
||||
@ -151,8 +151,8 @@ impl Animation for WieldAnimation {
|
||||
next.back.orientation = Quaternion::rotation_x(-0.2);
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
match (hands, active_tool_kind, second_tool_kind) {
|
||||
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
@ -298,7 +298,7 @@ impl Animation for WieldAnimation {
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
((_, _), _, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
@ -332,6 +332,11 @@ impl Animation for WieldAnimation {
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -923,8 +923,8 @@ impl FigureMgr {
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
@ -955,8 +955,8 @@ impl FigureMgr {
|
||||
anim::character::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
@ -1022,8 +1022,8 @@ impl FigureMgr {
|
||||
anim::character::RepeaterAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -1105,8 +1105,8 @@ impl FigureMgr {
|
||||
anim::character::ShockwaveAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
time,
|
||||
rel_vel.magnitude(),
|
||||
Some(s.stage_section),
|
||||
@ -1133,8 +1133,8 @@ impl FigureMgr {
|
||||
anim::character::ShockwaveAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
time,
|
||||
rel_vel.magnitude(),
|
||||
Some(s.stage_section),
|
||||
@ -1273,8 +1273,8 @@ impl FigureMgr {
|
||||
anim::character::BeamAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
time,
|
||||
rel_vel.magnitude(),
|
||||
Some(s.stage_section),
|
||||
@ -1299,8 +1299,8 @@ impl FigureMgr {
|
||||
anim::character::BeamAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
Some(s.static_data.ability_info),
|
||||
hands,
|
||||
time,
|
||||
rel_vel.magnitude(),
|
||||
Some(s.stage_section),
|
||||
@ -1417,6 +1417,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
),
|
||||
|
Loading…
Reference in New Issue
Block a user