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https://gitlab.com/veloren/veloren.git
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308 lines
16 KiB
Rust
308 lines
16 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 BlockAnimation;
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type BlockAnimationDependency<'a> = (
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(Option<Hands>, Option<Hands>),
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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Option<&'a str>,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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impl Animation for BlockAnimation {
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type Dependency<'a> = BlockAnimationDependency<'a>;
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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_block\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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hands,
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active_tool_kind,
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second_tool_kind,
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velocity,
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ability_id,
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stage_section,
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_ability_info,
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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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*rate = 1.0;
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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_id {
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None
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| Some("common.abilities.sword.basic_guard")
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| Some("common.abilities.axe.basic_guard")
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| Some("common.abilities.hammer.basic_guard")
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| Some("common.abilities.sword.defensive_guard") => {
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let (movement1base, move2, 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 * 10.0).sin(), 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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let move1 = movement1base * pullback;
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if speed > 0.5 {
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} else {
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.25);
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next.belt.position =
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Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, 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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match (hands, active_tool_kind, second_tool_kind) {
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((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
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match 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 = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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s_a.shr.0 + move1 * -2.0,
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s_a.shr.1,
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s_a.shr.2 + move1 * 20.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
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* Quaternion::rotation_y(s_a.shr.4)
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* Quaternion::rotation_z(move1 * 1.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0,
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s_a.sc.1,
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s_a.sc.2 + move1 * 4.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_y(move1 * 1.1)
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* Quaternion::rotation_z(move1 * 1.7);
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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 = Quaternion::rotation_x(s_a.ahl.3)
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* 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 = Quaternion::rotation_x(s_a.ahr.3)
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* Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * 13.0,
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s_a.ac.1 + move1 * -3.0,
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s_a.ac.2 + move1 * 8.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
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* Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.hand_l.position = Vec3::new(
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s_a.hhl.0,
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s_a.hhl.1 + move1 * 6.0,
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s_a.hhl.2 + move1 * 6.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
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* Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
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* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(
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s_a.hc.0 + move1 * 3.0,
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s_a.hc.1 + move1 * 3.0,
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s_a.hc.2 + move1 * 10.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
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* Quaternion::rotation_y(s_a.hc.4)
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* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_r.position =
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Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
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* Quaternion::rotation_y(s_a.sthr.4);
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next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
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next.hand_l.position =
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Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5);
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},
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Some(ToolKind::Bow) => {
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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.bhl.0, s_a.bhl.1, s_a.bhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(s_a.bc.4)
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* Quaternion::rotation_z(s_a.bc.5);
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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Some(ToolKind::Farming) => {
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next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(7.5, 7.5, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.control.position = Vec3::new(-11.0, 1.8, 4.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.6)
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* Quaternion::rotation_z(0.0);
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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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(Some(Hands::One), _) => {
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next.control_l.position =
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Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
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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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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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next.control_r.position =
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Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
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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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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 =
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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 =
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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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},
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Some("common.abilities.sword.defensive_deflect") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, (anim_time * 20.0).sin(), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.5)),
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_ => (0.0, 0.0, 0.0),
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};
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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 =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.9);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_y(move1 * -1.7);
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next.control.orientation.rotate_z(move1 * 0.6);
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next.control.position += Vec3::new(move1 * 11.0, move1 * 2.0, move1 * 5.0);
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next.control.orientation.rotate_y(move2 / 50.0);
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next.chest.orientation.rotate_z(move3 * -0.6);
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next.head.orientation.rotate_z(move3 * 0.4);
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next.belt.orientation.rotate_z(move3 * 0.2);
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next.shorts.orientation.rotate_z(move3 * 0.6);
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next.control.position += Vec3::new(move3 * 6.0, 0.0, move3 * 9.0);
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next.control.orientation.rotate_z(move3 * -0.5);
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next.control.orientation.rotate_y(move3 * 0.6);
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},
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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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