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214 lines
9.7 KiB
Rust
214 lines
9.7 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 core::f32::consts::PI;
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pub struct SpinMeleeAnimation;
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type SpinMeleeAnimationDependency = (
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(Option<Hands>, Option<Hands>),
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Vec3<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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impl Animation for SpinMeleeAnimation {
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type Dependency<'a> = SpinMeleeAnimationDependency;
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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_spinmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, _velocity, _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 (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let move1 = movement1 * pullback;
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let move2 = movement2 * pullback;
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let mut next = (*skeleton).clone();
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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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.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0 + move1 * -2.0,
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s_a.chest.1 + move1 * -2.0 + move2 * 2.0,
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);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.3);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.5);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0);
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next.belt.orientation = Quaternion::rotation_x(0.15);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0);
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},
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Some(ToolKind::Axe) => {
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next.head.orientation =
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Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4);
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next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0);
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3);
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next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5);
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next.belt.orientation = Quaternion::rotation_x(0.15);
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next.shorts.position = Vec3::new(
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0.0,
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1.0 + s_a.shorts.0 + move1 * 1.0,
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s_a.shorts.1 + move1 * 1.0,
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);
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next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1);
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next.torso.orientation =
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Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
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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), _) | (None, Some(Hands::Two)) => match ability_info
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.and_then(|a| a.tool)
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{
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Some(ToolKind::Sword) => {
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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.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,
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s_a.sc.1 + move1 * 4.0,
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s_a.sc.2 + move1 * 2.0 + move2 * 10.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5)
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* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0);
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},
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Some(ToolKind::Axe) => {
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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.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position =
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Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4)
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* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4);
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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, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
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* Quaternion::rotation_z(move1 * PI / 2.0);
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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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Some(ToolKind::Axe) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
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* Quaternion::rotation_z(move1 * -PI / 2.0);
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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(7.0, 8.0, 2.0 + move1 * 10.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
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* Quaternion::rotation_y(move1 * 0.8)
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* Quaternion::rotation_z(move1 * PI / 2.0);
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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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Some(ToolKind::Axe) => {
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next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
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* Quaternion::rotation_z(move1 * -PI / 2.0);
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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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