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More new style keyframe translation
This commit is contained in:
parent
e928dbe4db
commit
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@ -37,6 +37,13 @@ impl Animation for AlphaAnimation {
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let lab = 1.0;
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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let foot = (((1.0)
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/ (0.2
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+ 0.8
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@ -62,9 +69,6 @@ impl Animation for AlphaAnimation {
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.0).sin());
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let movement = anim_time as f32 * 1.0;
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let test = (anim_time as f32 * 1.75).sin();
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let slower = (((1.0)
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/ (0.05
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+ 0.95
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@ -84,63 +88,42 @@ 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(-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, -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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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, 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 =
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Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
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next.control.orientation = Quaternion::rotation_x(movement * -0.5)
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* Quaternion::rotation_y(movement * -1.0)
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* Quaternion::rotation_z(movement * -1.2);
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next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.5);
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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},
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StageSection::Swing => {
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
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* Quaternion::rotation_y(-1.0 + movement * -0.6)
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* Quaternion::rotation_z(-1.2 + movement * 1.3);
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next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
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next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(-7.0, 15.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-0.5)
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* Quaternion::rotation_y(-1.57 + movement * 1.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.upper_torso.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-1.57 + movement * 0.5);
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next.head.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.57 + movement * -0.5);
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},
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_ => {},
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}
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}
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}
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match active_tool_kind {
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Some(ToolKind::Sword(_)) => {
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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, -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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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.control.position = Vec3::new(
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-7.0,
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7.0 + movement1 * -4.0 + movement2 * 16.0 + movement3 * -4.0,
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2.0 + movement1 * 1.0,
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);
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next.control.orientation = Quaternion::rotation_x(movement1 * -0.5)
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* Quaternion::rotation_y(movement1 * -1.0 + movement2 * -0.6 + movement3 * 1.0)
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* Quaternion::rotation_z(movement1 * -1.2 + movement2 * 1.3);
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next.upper_torso.orientation = Quaternion::rotation_z(
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movement1 * 1.5 + (movement2 * 1.75).sin() * -3.0 + movement3 * 0.5,
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);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(
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movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5,
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);
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.25)
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* Quaternion::rotation_x(0.0 + slow * 0.15)
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* Quaternion::rotation_y(slow * -0.15);
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@ -276,7 +259,7 @@ impl Animation for AlphaAnimation {
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next.main.scale = Vec3::one() * 1.02;
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slower * 0.03)
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* Quaternion::rotation_x(-0.3 + slowersmooth * 0.1)
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* Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06)
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@ -3,7 +3,7 @@ use super::{
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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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comp::item::ToolKind,
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states::utils::StageSection,
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};
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@ -25,7 +25,7 @@ impl Animation for BetaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
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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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(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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@ -33,208 +33,52 @@ impl Animation for BetaAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let fast = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 28.0).sin());
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let footquick = (((5.0)
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/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let slow = (((5.0)
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/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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let recover = (anim_time as f32 * 8.0).sin();
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let movement = anim_time as f32 * 1.0;
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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(-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, -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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next.head.position = Vec3::new(0.0, 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(
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-8.0 + movement * -5.0,
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1.0 - recover * 0.8 + movement * 2.0,
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2.0 - recover * 0.4,
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);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(0.0 + movement * 1.5)
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* Quaternion::rotation_z(1.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.4 + movement * 1.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-0.1 + movement * -1.1);
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},
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StageSection::Swing => {
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next.control.position =
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Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(1.5 + stab * 0.5)
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* Quaternion::rotation_z(1.0 + stab * 1.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.9 + stab * -0.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-1.2 + stab * -0.5);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(2.0);
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next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.4 + movement * 1.0);
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next.head.orientation =
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Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
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},
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_ => {},
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}
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}
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}
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Cast) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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match active_tool_kind {
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Some(ToolKind::Hammer(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * 1.01;
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next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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Some(ToolKind::Sword(_)) => {
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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, -5.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.27);
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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, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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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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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.control.position = Vec3::new(
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-8.0 + movement1 * -5.0 + (movement2 as f32 * 2.5).sin() * 30.0 + movement3 * -5.0,
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1.0 - (movement1 as f32 * 8.0).sin() * 0.8 + movement1 * 2.0 + movement3 * 2.0,
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2.0 - (movement1 as f32 * 8.0).sin() * 0.4,
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);
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next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3)
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* Quaternion::rotation_y(footquick * -0.6);
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next.foot_r.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3)
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* Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
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next.torso.scale = Vec3::one() / 11.0 * 1.01;
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},
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Some(ToolKind::Axe(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * 1.01;
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next.upper_torso.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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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, -5.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.27);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(footquick * 0.3)
|
||||
* Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.foot_r.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(footquick * -0.3)
|
||||
* Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
|
||||
next.torso.scale = Vec3::one() / 11.0 * 1.01;
|
||||
},
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(
|
||||
0.0 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(1.0 + (movement2 as f32 * 2.5).sin() * 1.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(
|
||||
0.4 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * -0.5 + movement3 * 1.0,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(
|
||||
-0.1 + movement1 * -1.1 + (movement2 as f32 * 2.5).sin() * -0.5,
|
||||
);
|
||||
}
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.shoulder_l.scale = Vec3::one();
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
||||
next.shoulder_r.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.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -36,42 +36,47 @@ impl Animation for DashAnimation {
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
let lab = 1.0;
|
||||
|
||||
let slow = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
|
||||
let (movement1, movement2, movement3, _movement4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => (1.0, anim_time as f32, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time as f32),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
fn slow (x: f32) -> f32 { (((5.0)
|
||||
/ (1.1 + 3.9 * ((x * 12.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 12.4).sin());
|
||||
* ((x * 12.4).sin()) }
|
||||
|
||||
let short = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 5.0).sin()).powf(2.0 as f32)))
|
||||
fn short (x: f32) -> f32 { (((5.0)
|
||||
/ (1.5 + 3.5 * ((x * 5.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 5.0).sin());
|
||||
let foothoril = (anim_time as f32 * 5.0 * lab as f32 + PI * 1.45).sin();
|
||||
let foothorir = (anim_time as f32 * 5.0 * lab as f32 + PI * (0.45)).sin();
|
||||
* ((x * 5.0).sin()) }
|
||||
fn foothoril (x: f32) -> f32 { (x * 5.0 + PI * 1.45).sin() }
|
||||
fn foothorir (x: f32) -> f32 { (x * 5.0 + PI * (0.45)).sin() }
|
||||
|
||||
let footvertl = (anim_time as f32 * 5.0 * lab as f32).sin();
|
||||
let footvertr = (anim_time as f32 * 5.0 * lab as f32 + PI).sin();
|
||||
fn footvertl (x: f32) -> f32 { (x * 5.0).sin() }
|
||||
fn footvertr (x: f32) -> f32 { (x * 5.0 + PI).sin() }
|
||||
|
||||
let footrotl = (((1.0)
|
||||
fn footrotl (x: f32) -> f32 { (((1.0)
|
||||
/ (0.05
|
||||
+ (0.95)
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
* ((x * 5.0 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin());
|
||||
* ((x * 5.0 + PI * 1.4).sin()) }
|
||||
|
||||
let footrotr = (((1.0)
|
||||
fn footrotr (x: f32) -> f32 { (((1.0)
|
||||
/ (0.05
|
||||
+ (0.95)
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
* ((x * 5.0 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin());
|
||||
* ((x * 5.0 + PI * 0.4).sin()) }
|
||||
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 5.0 + PI / 2.0).sin();
|
||||
fn shortalt (x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
|
||||
|
||||
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.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
@ -87,136 +92,87 @@ impl Animation for DashAnimation {
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.1);
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
0.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + movement2.min(1.0) * 1.0,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6);
|
||||
|
||||
next.control.position = Vec3::new(-7.0 + movement * -5.0, 7.0, 2.0);
|
||||
next.control.orientation = Quaternion::rotation_x(movement * -1.0)
|
||||
* Quaternion::rotation_y(movement * 1.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * -12.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * -1.0);
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
},
|
||||
StageSection::Charge => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + movement * 1.0,
|
||||
);
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + 2.0 + shortalt(movement2) * -2.5,
|
||||
);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(movement2.min(1.0) * -0.4 + movement3 * 0.4)
|
||||
* Quaternion::rotation_y(movement2.min(1.0) * -0.2 + movement3 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * 1.1 + movement3 * -2.2);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement * -0.3)
|
||||
* Quaternion::rotation_z(-0.9 + movement * -0.2 + short * -0.05);
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + 2.0 + shortalt * -2.5,
|
||||
);
|
||||
next.control.position = Vec3::new(
|
||||
-7.0 + movement1 * -5.0 + movement3 * -2.0,
|
||||
7.0 + movement2.min(1.0) * -2.0,
|
||||
2.0 + movement2.min(1.0) * 2.0
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(movement1 * -1.0 + movement3 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * 1.5 + movement3 * -2.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement * -0.4)
|
||||
* Quaternion::rotation_y(movement * -0.2)
|
||||
* Quaternion::rotation_z(1.1);
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(short(movement2).min(1.0) * 0.25);
|
||||
|
||||
next.control.position =
|
||||
Vec3::new(-13.0, 7.0 + movement * -2.0, 2.0 + movement * 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0) * Quaternion::rotation_y(1.5);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement1 * -12.0 + foothoril(movement2) * -7.5,
|
||||
skeleton_attr.foot.2 + ((footvertl(movement2) * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement1 * -1.0 + footrotl(movement2) * -0.6);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.25);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
2.0 - skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothoril * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotl * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
2.0 + skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotr * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.head.orientation = Quaternion::rotation_y(0.2 + movement * -0.2)
|
||||
* Quaternion::rotation_z(-1.1 + movement * 1.8);
|
||||
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_y(-0.2 + movement * 0.3)
|
||||
* Quaternion::rotation_z(1.1 + movement * -2.2);
|
||||
|
||||
next.control.position = Vec3::new(-13.0 + movement * -2.0, 5.0, 4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0 + movement * -0.5)
|
||||
* Quaternion::rotation_y(1.5 + movement * -2.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
StageSection::Recover => {
|
||||
next.head.orientation = Quaternion::rotation_z(0.7);
|
||||
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(-1.1);
|
||||
|
||||
next.control.position = Vec3::new(-15.0, 5.0, 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir(movement2) * -7.5,
|
||||
skeleton_attr.foot.2 + ((footvertr(movement2) * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotr(movement2) * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * 1.01;
|
||||
next.head.scale = Vec3::one();
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow(anim_time as f32) * 2.0);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
|
||||
next.lower_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_l.scale = Vec3::one() * 1.02;
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.27);
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0, 3.0);
|
||||
next.control.position = Vec3::new(-8.0 - slow(anim_time as f32) * 0.5, 3.0, 3.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow(anim_time as f32) * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
|
||||
@ -226,25 +182,24 @@ impl Animation for DashAnimation {
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match second_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * 1.01;
|
||||
next.head.scale = Vec3::one();
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0 + slow(anim_time as f32) * 2.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.upper_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.position = Vec3::new(0.0, 3.0, -3.0);
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0);
|
||||
@ -275,6 +230,10 @@ impl Animation for DashAnimation {
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.scale = Vec3::one() / 8.0;
|
||||
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
@ -285,4 +244,4 @@ impl Animation for DashAnimation {
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -34,7 +34,13 @@ impl Animation for LeapAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let movement = (anim_time as f32 * 1.0).min(1.0);
|
||||
let (movement1, movement2, movement3, movement4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time as f32, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
if let Some(ToolKind::Hammer(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
|
||||
@ -46,108 +52,40 @@ impl Animation for LeapAnimation {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 12.0);
|
||||
next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
|
||||
|
||||
next.control.position = Vec3::new(6.0, 7.0, 1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3)
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
6.0 + movement1 * -10.0,
|
||||
7.0 + movement2 * 5.0 + movement3 * 5.0,
|
||||
1.0 + movement2 * 5.0 + movement3 * -7.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3 + movement3 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.5 + movement3 * 0.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(
|
||||
movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
|
||||
) * Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
|
||||
* Quaternion::rotation_y(0.0 + movement2 * -0.1)
|
||||
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
|
||||
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
next.control.position = Vec3::new(6.0, 7.0, 1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(movement * 0.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement * 0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(movement * 0.5);
|
||||
next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(movement * -0.4);
|
||||
},
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 5.0 + movement3 * 13.0,
|
||||
skeleton_attr.foot.2 + movement3 * -5.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
|
||||
|
||||
StageSection::Movement => {
|
||||
next.control.position = Vec3::new(
|
||||
6.0 + movement * -10.0,
|
||||
7.0 + movement * 5.0,
|
||||
1.0 + movement * 5.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.5 + movement * 0.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(0.3 + movement * 0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.5 + movement * 0.2);
|
||||
next.head.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(-0.4 + movement * -0.2);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.control.position =
|
||||
Vec3::new(-4.0, 12.0 + movement * 5.0, 6.0 + movement * -7.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.0 + movement * 0.5);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(0.6 + movement * -0.9)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.7 + movement * -0.7);
|
||||
next.head.orientation = Quaternion::rotation_x(movement * 0.2)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(-0.6 + movement * 0.6);
|
||||
|
||||
next.hand_l.position = Vec3::new(-12.0 + movement * 10.0, 0.0, 0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 - 5.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.9);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.8);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
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);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 8.0 + movement3 * -13.0,
|
||||
skeleton_attr.foot.2 + 5.0 + movement3 * -5.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
|
||||
} 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)
|
||||
@ -170,169 +108,47 @@ impl Animation for LeapAnimation {
|
||||
* 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);
|
||||
next.head.position = Vec3::new(0.0, 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.control.position = Vec3::new(
|
||||
-3.0 + movement1 * 3.0,
|
||||
11.0 + movement1 * 1.0 + movement3 * 3.0,
|
||||
3.0 + movement1 * 12.0 + movement3 * -15.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
1.8 + movement1 * -1.0 + movement2 * -0.5 + movement3 * -1.0,
|
||||
) * Quaternion::rotation_y(-0.5 + movement1 * 0.5)
|
||||
* Quaternion::rotation_z(PI + 0.2 - movement1 * 0.2);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4);
|
||||
next.torso.orientation = Quaternion::rotation_x(
|
||||
-0.3 + movement2 * -1.8 * PI + movement3 * -0.2 * PI + movement4 * -0.1 * PI,
|
||||
) * Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(0.0 + movement1 * -0.4 + movement2 * 0.4 + movement3 * 0.2);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 - 8.0,
|
||||
);
|
||||
next.foot_l.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement2 * 4.0 + movement3 * -8.0,
|
||||
skeleton_attr.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
|
||||
);
|
||||
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * 0.9);
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement2 * 4.0 + movement3 * -8.0,
|
||||
skeleton_attr.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
|
||||
);
|
||||
|
||||
next.foot_r.orientation = Quaternion::rotation_x(movement * 0.9);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(movement * 0.3);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
|
||||
|
||||
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.lower_torso.orientation = Quaternion::rotation_x(movement1 * 0.3 + movement2 * 0.1);
|
||||
|
||||
StageSection::Movement => {
|
||||
next.control.position = Vec3::new(0.0, 12.0, 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.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.second.scale = match (
|
||||
@ -345,4 +161,4 @@ impl Animation for LeapAnimation {
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -38,9 +38,22 @@ impl Animation for ShockwaveAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => {
|
||||
(anim_time as f32, 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Swing) => {
|
||||
(1.0, anim_time as f32, 0.0)
|
||||
},
|
||||
Some(StageSection::Recover) => {
|
||||
(1.0, 1.0, anim_time as f32)
|
||||
},
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
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.head.position = Vec3::new(0.0, 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);
|
||||
@ -58,122 +71,51 @@ impl Animation for ShockwaveAnimation {
|
||||
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.control.position = Vec3::new(
|
||||
-4.0 + movement1 * 5.0 + movement3 * -5.0,
|
||||
7.0 + movement1 * 3.0 + movement3 * -3.0,
|
||||
4.0 + movement1 * 10.0 + movement2 * -2.0 + movement3 * -8.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3 + movement1 * 0.8 + movement2 * 0.3 + movement3 * -1.1)
|
||||
* Quaternion::rotation_y(0.15 + movement1 * -0.15 + movement2 * 0.3 + movement3 * -0.45)
|
||||
* Quaternion::rotation_z(movement1 * 0.8 + movement2 * -0.8);
|
||||
|
||||
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.head.orientation =
|
||||
Quaternion::rotation_x(movement1 * 0.4 + movement3 * -0.4)
|
||||
* Quaternion::rotation_z(twist * 0.2 + movement2 * -0.8 + movement3 * 0.6);
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_z(twist);
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.upper_torso.0,
|
||||
skeleton_attr.upper_torso.1 + movement1 * 2.0 + movement2 * -4.0 + movement3 * 2.0,
|
||||
);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_x(movement2 * -0.8 + movement3 * 0.8)
|
||||
* Quaternion::rotation_z(twist * -0.2 + movement2 * -0.1 + movement3 * 0.3);
|
||||
|
||||
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.lower_torso.orientation =
|
||||
Quaternion::rotation_x(movement2 * 0.3 + movement3 * -0.3)
|
||||
* Quaternion::rotation_z(twist + movement2 * -0.8);
|
||||
|
||||
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);
|
||||
if velocity < 0.5 {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement1 * -7.0 + movement2 * 7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.8 + movement2 * 0.8)
|
||||
* Quaternion::rotation_z(movement1 * 0.3 + movement2 * -0.3);
|
||||
|
||||
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.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement1 * 5.0 + movement2 * -5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * -0.4);
|
||||
}
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
@ -185,4 +127,4 @@ impl Animation for ShockwaveAnimation {
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -142,7 +142,7 @@ impl Animation for SpinAnimation {
|
||||
next.control.scale = Vec3::one();
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0 + spin * -0.8,
|
||||
skeleton_attr.head.0 + spin * -0.8,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(spin * -0.25)
|
||||
|
@ -73,41 +73,41 @@ impl Animation for AlphaAnimation {
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 4.0).sin());
|
||||
|
||||
if let Some(ToolKind::Sword(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
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() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-7.0,
|
||||
7.0 + movement1 * -4.0 + movement2 * 16.0 + movement3 * -4.0,
|
||||
2.0 + movement1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(movement1 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * -1.0 + movement2 * -0.6 + movement3 * 1.0)
|
||||
* Quaternion::rotation_z(movement1 * -1.2 + movement2 * 1.3);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(
|
||||
movement1 * 1.5 + (movement2 * 1.75).sin() * -3.0 + movement3 * 0.5,
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5,
|
||||
);
|
||||
}
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
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() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-7.0,
|
||||
7.0 + movement1 * -4.0 + movement2 * 16.0 + movement3 * -4.0,
|
||||
2.0 + movement1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(movement1 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * -1.0 + movement2 * -0.6 + movement3 * 1.0)
|
||||
* Quaternion::rotation_z(movement1 * -1.2 + movement2 * 1.3);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(
|
||||
movement1 * 1.5 + (movement2 * 1.75).sin() * -3.0 + movement3 * 0.5,
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5,
|
||||
);
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position =
|
||||
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slow * -0.25)
|
||||
* Quaternion::rotation_x(0.0 + slow * 0.15)
|
||||
* Quaternion::rotation_y(slow * -0.15);
|
||||
@ -251,7 +251,7 @@ impl Animation for AlphaAnimation {
|
||||
* Quaternion::rotation_z(1.57);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slower * 0.03)
|
||||
* Quaternion::rotation_x(slowersmooth * 0.1)
|
||||
* Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06)
|
||||
|
@ -40,39 +40,39 @@ impl Animation for BetaAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
if let Some(ToolKind::Sword(_)) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
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.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-8.0 + movement1 * -5.0 + (movement2 as f32 * 2.5).sin() * 30.0 + movement3 * -5.0,
|
||||
1.0 - (movement1 as f32 * 8.0).sin() * 0.8 + movement1 * 2.0 + movement3 * 2.0,
|
||||
2.0 - (movement1 as f32 * 8.0).sin() * 0.4,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(
|
||||
0.0 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(1.0 + (movement2 as f32 * 2.5).sin() * 1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(
|
||||
0.4 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * -0.5 + movement3 * 1.0,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(
|
||||
-0.1 + movement1 * -1.1 + (movement2 as f32 * 2.5).sin() * -0.5,
|
||||
);
|
||||
}
|
||||
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
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.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-8.0 + movement1 * -5.0 + (movement2 as f32 * 2.5).sin() * 30.0 + movement3 * -5.0,
|
||||
1.0 - (movement1 as f32 * 8.0).sin() * 0.8 + movement1 * 2.0 + movement3 * 2.0,
|
||||
2.0 - (movement1 as f32 * 8.0).sin() * 0.4,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(
|
||||
0.0 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(1.0 + (movement2 as f32 * 2.5).sin() * 1.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(
|
||||
0.4 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * -0.5 + movement3 * 1.0,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(
|
||||
-0.1 + movement1 * -1.1 + (movement2 as f32 * 2.5).sin() * -0.5,
|
||||
);
|
||||
}
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
|
@ -56,7 +56,7 @@ impl Animation for DanceAnimation {
|
||||
* 0.15,
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(short * -0.6)
|
||||
* Quaternion::rotation_x(0.2 + head_look.y.max(0.0) + shorte.abs() * -0.2);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
@ -36,49 +36,54 @@ impl Animation for DashAnimation {
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
let lab = 1.0;
|
||||
|
||||
let slow = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
|
||||
let (movement1, movement2, movement3, _movement4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => (1.0, anim_time as f32, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time as f32),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
fn slow (x: f32) -> f32 { (((5.0)
|
||||
/ (1.1 + 3.9 * ((x * 12.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 12.4).sin());
|
||||
* ((x * 12.4).sin()) }
|
||||
|
||||
let short = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 5.0).sin()).powf(2.0 as f32)))
|
||||
fn short (x: f32) -> f32 { (((5.0)
|
||||
/ (1.5 + 3.5 * ((x * 5.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 5.0).sin());
|
||||
let foothoril = (anim_time as f32 * 5.0 * lab as f32 + PI * 1.45).sin();
|
||||
let foothorir = (anim_time as f32 * 5.0 * lab as f32 + PI * (0.45)).sin();
|
||||
* ((x * 5.0).sin()) }
|
||||
fn foothoril (x: f32) -> f32 { (x * 5.0 + PI * 1.45).sin() }
|
||||
fn foothorir (x: f32) -> f32 { (x * 5.0 + PI * (0.45)).sin() }
|
||||
|
||||
let footvertl = (anim_time as f32 * 5.0 * lab as f32).sin();
|
||||
let footvertr = (anim_time as f32 * 5.0 * lab as f32 + PI).sin();
|
||||
fn footvertl (x: f32) -> f32 { (x * 5.0).sin() }
|
||||
fn footvertr (x: f32) -> f32 { (x * 5.0 + PI).sin() }
|
||||
|
||||
let footrotl = (((1.0)
|
||||
fn footrotl (x: f32) -> f32 { (((1.0)
|
||||
/ (0.05
|
||||
+ (0.95)
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
* ((x * 5.0 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin());
|
||||
* ((x * 5.0 + PI * 1.4).sin()) }
|
||||
|
||||
let footrotr = (((1.0)
|
||||
fn footrotr (x: f32) -> f32 { (((1.0)
|
||||
/ (0.05
|
||||
+ (0.95)
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
* ((x * 5.0 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin());
|
||||
* ((x * 5.0 + PI * 0.4).sin()) }
|
||||
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 5.0 + PI / 2.0).sin();
|
||||
fn shortalt (x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
|
||||
|
||||
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.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.hand_l.scale = Vec3::one() * 1.04;
|
||||
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() * 1.05;
|
||||
next.hand_r.scale = Vec3::one() * 1.02;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
@ -87,107 +92,62 @@ impl Animation for DashAnimation {
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(movement * 1.1);
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
0.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + movement2.min(1.0) * 1.0,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6);
|
||||
|
||||
next.control.position = Vec3::new(-7.0 + movement * -5.0, 7.0, 2.0);
|
||||
next.control.orientation = Quaternion::rotation_x(movement * -1.0)
|
||||
* Quaternion::rotation_y(movement * 1.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * -12.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * -1.0);
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
},
|
||||
StageSection::Charge => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + movement * 1.0,
|
||||
);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + 2.0 + shortalt(movement2) * -2.5,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(movement2.min(1.0) * -0.4 + movement3 * 0.4)
|
||||
* Quaternion::rotation_y(movement2.min(1.0) * -0.2 + movement3 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * 1.1 + movement3 * -2.2);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(movement * -0.3)
|
||||
* Quaternion::rotation_z(-0.9 + movement * -0.2 + short * -0.05);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + 2.0 + shortalt * -2.5,
|
||||
);
|
||||
next.control.position = Vec3::new(
|
||||
-7.0 + movement1 * -5.0 + movement3 * -2.0,
|
||||
7.0 + movement2.min(1.0) * -2.0,
|
||||
2.0 + movement2.min(1.0) * 2.0
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(movement1 * -1.0 + movement3 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * 1.5 + movement3 * -2.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(movement * -0.4)
|
||||
* Quaternion::rotation_y(movement * -0.2)
|
||||
* Quaternion::rotation_z(1.1);
|
||||
next.shorts.orientation = Quaternion::rotation_z(short(movement2).min(1.0) * 0.25);
|
||||
|
||||
next.control.position =
|
||||
Vec3::new(-13.0, 7.0 + movement * -2.0, 2.0 + movement * 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0) * Quaternion::rotation_y(1.5);
|
||||
next.control.scale = Vec3::one();
|
||||
next.belt.orientation = Quaternion::rotation_z(short(movement2).min(1.0) * 0.1);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.25);
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.1);
|
||||
next.foot_l.position = Vec3::new(
|
||||
2.0 - skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothoril * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotl * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement1 * -12.0 + foothoril(movement2) * -7.5,
|
||||
skeleton_attr.foot.2 + ((footvertl(movement2) * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement1 * -1.0 + footrotl(movement2) * -0.6);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
2.0 + skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir * -7.5,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotr * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
next.head.orientation = Quaternion::rotation_y(0.2 + movement * -0.2)
|
||||
* Quaternion::rotation_z(-1.1 + movement * 1.8);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_y(-0.2 + movement * 0.3)
|
||||
* Quaternion::rotation_z(1.1 + movement * -2.2);
|
||||
|
||||
next.control.position = Vec3::new(-13.0 + movement * -2.0, 5.0, 4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0 + movement * -0.5)
|
||||
* Quaternion::rotation_y(1.5 + movement * -2.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
StageSection::Recover => {
|
||||
next.head.orientation = Quaternion::rotation_z(0.7);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(-1.1);
|
||||
|
||||
next.control.position = Vec3::new(-15.0, 5.0, 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + foothorir(movement2) * -7.5,
|
||||
skeleton_attr.foot.2 + ((footvertr(movement2) * -4.0).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(-0.6 + footrotr(movement2) * -0.6)
|
||||
* Quaternion::rotation_z(-0.2);
|
||||
},
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
@ -195,7 +155,7 @@ impl Animation for DashAnimation {
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0 + slow(anim_time as f32) * 2.0);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
|
||||
|
||||
@ -215,9 +175,9 @@ impl Animation for DashAnimation {
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0, 3.0);
|
||||
next.control.position = Vec3::new(-8.0 - slow(anim_time as f32) * 0.5, 3.0, 3.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow(anim_time as f32) * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
next.foot_l.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
|
||||
@ -227,13 +187,12 @@ impl Animation for DashAnimation {
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match second_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Dagger(_)) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
@ -241,7 +200,7 @@ impl Animation for DashAnimation {
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0 + slow(anim_time as f32) * 2.0);
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 1.0, -1.0);
|
||||
@ -289,7 +248,7 @@ impl Animation for DashAnimation {
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
|
||||
Quaternion::rotation_x(slow(anim_time as f32) * -0.7 + 0.4) * Quaternion::rotation_y(slow(anim_time as f32) * 0.4);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
@ -308,4 +267,4 @@ impl Animation for DashAnimation {
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -195,7 +195,7 @@ impl Animation for EquipAnimation {
|
||||
} else {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
0.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + short * 0.2,
|
||||
);
|
||||
next.head.orientation =
|
||||
|
@ -52,7 +52,7 @@ impl Animation for LeapAnimation {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
6.0 + movement1 * -10.0,
|
||||
@ -106,7 +106,7 @@ impl Animation for LeapAnimation {
|
||||
* 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);
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-3.0 + movement1 * 3.0,
|
||||
|
@ -38,9 +38,20 @@ impl Animation for ShockwaveAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let movement = (anim_time as f32 * 1.0).min(1.0);
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => {
|
||||
(anim_time as f32, 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Swing) => {
|
||||
(1.0, anim_time as f32, 0.0)
|
||||
},
|
||||
Some(StageSection::Recover) => {
|
||||
(1.0, 1.0, anim_time as f32)
|
||||
},
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.position = Vec3::new(0.0, 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);
|
||||
@ -53,129 +64,59 @@ impl Animation for ShockwaveAnimation {
|
||||
next.control.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.15)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
let twist = movement * 0.8;
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
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);
|
||||
let twist = movement1 * 0.8;
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + movement * 2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_z(twist * -0.2);
|
||||
next.control.position = Vec3::new(
|
||||
-4.0 + movement1 * 5.0 + movement3 * -5.0,
|
||||
7.0 + movement1 * 3.0 + movement3 * -3.0,
|
||||
4.0 + movement1 * 10.0 + movement2 * -2.0 + movement3 * -8.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.3 + movement1 * 0.8 + movement2 * 0.3 + movement3 * -1.1)
|
||||
* Quaternion::rotation_y(0.15 + movement1 * -0.15 + movement2 * 0.3 + movement3 * -0.45)
|
||||
* Quaternion::rotation_z(movement1 * 0.8 + movement2 * -0.8);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_z(twist * 0.6);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1 * 0.4 + movement3 * -0.4)
|
||||
* Quaternion::rotation_z(twist * 0.2 + movement2 * -0.8 + movement3 * 0.6);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_z(twist);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + movement1 * 2.0 + movement2 * -4.0 + movement3 * 2.0,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(movement2 * -0.8 + movement3 * 0.8)
|
||||
* Quaternion::rotation_z(twist * -0.2 + movement2 * -0.1 + movement3 * 0.3);
|
||||
|
||||
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.belt.orientation =
|
||||
Quaternion::rotation_x(movement2 * 0.2 + movement3 * -0.2)
|
||||
* Quaternion::rotation_z(twist * 0.6 + movement2 * -0.48);
|
||||
|
||||
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.shorts.orientation =
|
||||
Quaternion::rotation_x(movement2 * 0.3 + movement3 * -0.3)
|
||||
* Quaternion::rotation_z(twist + movement2 * -0.8);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(0.4)
|
||||
* Quaternion::rotation_z(0.2 + movement * -0.8);
|
||||
if velocity < 0.5 {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement1 * -7.0 + movement2 * 7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.8 + movement2 * 0.8)
|
||||
* Quaternion::rotation_z(movement1 * 0.3 + movement2 * -0.3);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + 2.0 + movement * -4.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement * -0.8)
|
||||
* Quaternion::rotation_z(movement * -0.3);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement * 0.2)
|
||||
* Quaternion::rotation_z(0.48 + movement * -0.48);
|
||||
|
||||
next.shorts.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.belt.orientation = Quaternion::rotation_x(0.2 + movement * -0.2);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.3 + movement * -0.3);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 - 2.0 + movement * 2.0,
|
||||
);
|
||||
next.chest.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 + movement1 * 5.0 + movement2 * -5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3)
|
||||
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * -0.4);
|
||||
}
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
@ -187,4 +128,4 @@ impl Animation for ShockwaveAnimation {
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
}
|
@ -38,7 +38,7 @@ impl Animation for ShootAnimation {
|
||||
|
||||
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(exp * -0.4)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(exp * 0.1);
|
||||
|
@ -41,7 +41,7 @@ impl Animation for StandAnimation {
|
||||
);
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head.0,
|
||||
2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
||||
|
@ -98,7 +98,7 @@ impl Animation for SwimWieldAnimation {
|
||||
} else {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + u_slow * 0.1,
|
||||
);
|
||||
next.head.orientation =
|
||||
|
@ -70,7 +70,7 @@ impl Animation for WieldAnimation {
|
||||
} else {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
0.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + u_slow * 0.1,
|
||||
);
|
||||
next.head.orientation =
|
||||
@ -154,7 +154,7 @@ impl Animation for WieldAnimation {
|
||||
if speed < 0.5 {
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-1.5 + skeleton_attr.head.0,
|
||||
0.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + u_slow * 0.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
||||
|
Loading…
Reference in New Issue
Block a user