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221 lines
9.7 KiB
Rust
221 lines
9.7 KiB
Rust
use super::{
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super::{vek::*, Animation},
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biped_small_alpha_axe, biped_small_alpha_dagger, biped_small_alpha_spear,
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biped_small_wield_bow, biped_small_wield_sword, init_biped_small_alpha, BipedSmallSkeleton,
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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 AlphaAnimation;
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type AlphaAnimationDependency<'a> = (
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Option<&'a str>,
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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 AlphaAnimation {
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type Dependency<'a> = AlphaAnimationDependency<'a>;
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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_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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ability_id,
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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 speed = Vec2::<f32>::from(velocity).magnitude();
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let speednorm = speed / 9.4;
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let speednormcancel = 1.0 - speednorm;
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let anim_time = anim_time.min(1.0);
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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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 * 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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init_biped_small_alpha(&mut next, s_a);
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match active_tool_kind {
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Some(ToolKind::Spear) => {
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biped_small_alpha_spear(
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&mut next,
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s_a,
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move1abs,
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move2abs,
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anim_time,
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speednormcancel,
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);
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},
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Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
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biped_small_alpha_axe(&mut next, s_a, move1abs, move2abs);
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},
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Some(ToolKind::Dagger) => {
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biped_small_alpha_dagger(&mut next, s_a, move1abs, move2abs);
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},
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Some(ToolKind::Sword) => {
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let slow = (anim_time * 2.0).sin();
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biped_small_wield_sword(&mut next, s_a, speednorm, slow);
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next.chest.orientation.rotate_z(1.2 * move1abs);
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next.head.orientation.rotate_z(-0.6 * move1abs);
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next.pants.orientation.rotate_z(-0.6 * move1abs);
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next.control.orientation.rotate_x(0.8 * move1abs);
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next.control.orientation.rotate_y(-0.4 * move1abs);
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next.chest.orientation.rotate_z(-3.0 * move2abs);
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next.head.orientation.rotate_z(1.5 * move2abs);
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next.pants.orientation.rotate_z(2.0 * move2abs);
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next.control.orientation.rotate_x(-3.0 * move2abs);
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},
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Some(ToolKind::Staff) => match ability_id {
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Some("common.abilities.custom.dwarves.flamekeeper.flamecrush") => {
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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(12.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
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next.control.position = Vec3::new(
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-9.0 + move1 * 5.0 + move2 * -5.0,
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2.0 + s_a.grip.2,
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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 * 6.0
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+ move2abs * -3.0,
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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 =
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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 =
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Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
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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 =
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Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
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},
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_ => {
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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(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
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next.control.position = Vec3::new(
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-5.0 + move1 * 5.0 + move2 * -5.0,
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-1.0 + s_a.grip.2,
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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 * 6.0
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+ move2abs * -3.0,
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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 =
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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 =
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Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
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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 =
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Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
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},
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},
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Some(ToolKind::Bow) => match ability_id {
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Some("common.abilities.haniwa.archer.kick") => {
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let fastacc = (acc_vel * 2.0).sin();
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biped_small_wield_bow(&mut next, s_a, anim_time, speed, fastacc);
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next.chest.orientation.rotate_z(move1abs * 1.1);
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next.control.orientation.rotate_z(move1abs * -0.9);
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next.control.position += Vec3::new(7.0, 1.0, 0.0) * move1abs;
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next.head.orientation.rotate_z(move1abs * -0.8);
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next.foot_l.orientation.rotate_z(move1abs * 1.1);
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next.chest.orientation.rotate_z(move2abs * -2.3);
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next.control.orientation.rotate_z(move2abs * 1.9);
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next.control.position += Vec3::new(-7.0, -1.0, 0.0) * move2abs;
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next.head.orientation.rotate_z(move2abs * 0.9);
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next.foot_l.orientation.rotate_y(move2abs * 1.3);
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next.foot_l.orientation.rotate_z(move2abs * -2.9);
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next.foot_l.position += Vec3::new(3.0, 8.0, 4.0) * move2abs;
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},
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_ => {},
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},
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Some(ToolKind::Natural) => {
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let tension = match stage_section {
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Some(StageSection::Buildup) => (anim_time * 10.0).sin(),
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Some(StageSection::Action) => 1.0,
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Some(StageSection::Recover) => 1.0,
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_ => 0.0,
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};
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next.chest.orientation =
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Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
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next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
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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 =
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Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
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* Quaternion::rotation_y(tension * 0.5);
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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 =
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Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
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* Quaternion::rotation_y(tension * -0.5);
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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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