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117 lines
4.5 KiB
Rust
117 lines
4.5 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BipedSmallSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct ShockwaveAnimation;
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type ShockwaveAnimationDependency = (
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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);
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impl Animation for ShockwaveAnimation {
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type Dependency<'a> = ShockwaveAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_small_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_shockwave")]
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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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_velocity,
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_orientation,
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_last_ori,
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global_time,
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_avg_vel,
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_acc_vel,
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stage_section,
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timer,
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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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let mut next = (*skeleton).clone();
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let anim_time = anim_time.min(1.0);
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let (move1base, twitch, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let twitch = twitch * pullback;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let move1 = move1base * pullback * mirror;
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let move2 = move2base * pullback * mirror;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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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.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Staff) => {
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next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
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next.control_r.position = Vec3::new(
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7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
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-4.0 + move1abs * 5.0,
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3.0,
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);
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next.control.position = Vec3::new(
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-5.0 + move1abs * 5.0,
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-1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
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-2.0 + -s_a.grip.2 / 2.5
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+ s_a.grip.0 * -2.0
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+ move1abs * 12.0
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+ move2abs * -13.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.3);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_z(-0.0);
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next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5);
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next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
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next.head.orientation =
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Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
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next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
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},
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_ => {
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next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(1.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(1.2);
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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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