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157 lines
7.0 KiB
Rust
157 lines
7.0 KiB
Rust
use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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use core::f32::consts::PI;
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pub struct AlphaAnimation;
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impl Animation for AlphaAnimation {
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type Dependency<'a> = (Option<StageSection>, f32, f32, Option<&'a str>);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(stage_section, global_time, timer, ability_id): 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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match ability_id {
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Some(
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"common.abilities.custom.stonegolemfist.spin"
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| "common.abilities.custom.woodgolem.spin"
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| "common.abilities.custom.coralgolem.spin",
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) => {
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let (movement1, movement2, movement3) = 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::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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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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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
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* Quaternion::rotation_x(-0.2);
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next.upper_torso.position =
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Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
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next.upper_torso.orientation =
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Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
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next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
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next.lower_torso.orientation =
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Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI);
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next.shoulder_l.position =
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Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_x(movement1 * 1.2 * pullback);
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next.shoulder_r.position =
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Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_x(movement1 * -1.2 * pullback);
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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(movement1 * -0.2 * pullback);
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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(movement1 * 0.2 * pullback);
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next.leg_l.position =
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Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_x(0.0);
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next.leg_r.position =
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Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_x(0.0);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
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next.foot_l.orientation = Quaternion::rotation_x(0.0);
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
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next.foot_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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},
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_ => {
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let (move1base, move2base, 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::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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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;
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let move2 = move2base * pullback;
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if mirror > 0.0 {
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next.head.orientation = Quaternion::rotation_x(-0.2)
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* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
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next.lower_torso.orientation =
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Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
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* Quaternion::rotation_x(move1 * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
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* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
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next.hand_l.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
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next.hand_r.orientation =
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Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
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} else {
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next.head.orientation = Quaternion::rotation_x(-0.2)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
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* Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
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next.lower_torso.orientation =
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Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
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* Quaternion::rotation_x(move1 * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
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next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
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* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
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next.hand_l.orientation =
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Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
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next.hand_r.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
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};
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next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
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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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