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181 lines
7.3 KiB
Rust
181 lines
7.3 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 core::f32::consts::PI;
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pub struct DashAnimation;
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type DashAnimationDependency = (
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(Option<Hands>, Option<Hands>),
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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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impl Animation for DashAnimation {
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type Dependency<'a> = DashAnimationDependency;
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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_dash\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_dash")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, _global_time, stage_section, ability_info): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3, move4) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move4;
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let move1 = movement1 * pullback;
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let move2 = movement2 * pullback;
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let move3 = movement3 * pullback;
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fn slow(x: f32) -> f32 {
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((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
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}
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fn short(x: f32) -> f32 {
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((5.0 / (1.5 + 3.5 * ((x * 5.0).sin()).powi(2))).sqrt()) * ((x * 5.0).sin())
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}
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fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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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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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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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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next.head.position =
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Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
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next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
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* Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
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);
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next.chest.orientation =
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Quaternion::rotation_x(move2.min(1.0) * -0.4 + move3 * 0.4)
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* Quaternion::rotation_y(move2.min(1.0) * -0.2 + move3 * 0.3)
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* Quaternion::rotation_z(move1 * 1.1 + move3 * -2.2);
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next.shorts.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.25);
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next.belt.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.1);
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},
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_ => {},
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}
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next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
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* Quaternion::rotation_y(slow(anim_time) * 0.4);
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
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s_a.sc.1 + (move2.min(1.0) * -2.0),
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s_a.sc.2 + (move2.min(1.0) * 2.0),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
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* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
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},
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_ => {},
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}
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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) => {
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next.control_l.position = Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
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* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
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* Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
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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(PI / 2.0)
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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) => {
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next.control_r.position = Vec3::new(
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7.0 + move1 * 5.0 + move3 * -30.0,
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8.0 + move3 * -5.0,
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2.0 + move1 * 1.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
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* Quaternion::rotation_y(
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move1 * 1.5 + (move2 * 1.0).min(0.8) + move3 * 1.5,
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)
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* Quaternion::rotation_z(move3 * 1.5);
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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(PI / 2.0)
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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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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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