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147 lines
5.7 KiB
Rust
147 lines
5.7 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::{AbilityInfo, StageSection},
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};
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use std::f32::consts::PI;
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pub struct BetaAnimation;
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impl Animation for BetaAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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f32,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_beta\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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_active_tool_kind,
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_second_tool_kind,
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hands,
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_velocity,
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_global_time,
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stage_section,
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ability_info,
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): Self::Dependency,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.chest.orientation = Quaternion::rotation_x(0.15)
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* Quaternion::rotation_y((-0.1) * (1.0 - move3))
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* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
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next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
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},
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_ => {},
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
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s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
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s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
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* Quaternion::rotation_y(
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s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3),
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)
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* Quaternion::rotation_z(
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s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3),
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);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(1.7)
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* Quaternion::rotation_y(-3.7 + move1 * 0.5)
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* Quaternion::rotation_z(3.69);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.57)
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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 hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(1.7)
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* Quaternion::rotation_y(-2.3 + move1 * -1.3)
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* Quaternion::rotation_z(3.69);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.57)
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},
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_ => {},
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}
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (None, Some(Hands::One)) => {
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next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (Some(Hands::One), None) => {
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next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
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},
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(_, _) => {},
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};
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next
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}
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}
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