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https://gitlab.com/veloren/veloren.git
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304 lines
15 KiB
Rust
304 lines
15 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 std::f32::consts::PI;
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pub struct AlphaAnimation;
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type AlphaAnimationDependency = (
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(Option<Hands>, Option<Hands>),
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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impl Animation for AlphaAnimation {
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type Dependency<'a> = AlphaAnimationDependency;
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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_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, 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 mut next = (*skeleton).clone();
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let (move1, move2, move3, move2h) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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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.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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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
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next.torso.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.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.chest.orientation =
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Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2);
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next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2);
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},
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Some(ToolKind::Axe) => {
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let (move1, move2, 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::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.head.position = Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
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next.chest.orientation =
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Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
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* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
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* Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5);
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next.head.orientation =
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Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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let (move1, move2, 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::Swing) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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 moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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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 = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
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* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
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next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
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* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
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* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
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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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_ => {},
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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.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 + move2 * 10.0,
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s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
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s_a.sc.2 + move1 * 1.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
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* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
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* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57 + move3 * -1.57);
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},
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Some(ToolKind::Axe) => {
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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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let (move1, move2, 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::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
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s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
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s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4)
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* Quaternion::rotation_y(
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s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
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)
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* Quaternion::rotation_z(
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s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
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)
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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let (move1, move2, 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::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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 moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
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* Quaternion::rotation_y(s_a.hhl.4)
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* Quaternion::rotation_z(s_a.hhl.5);
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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 + moveret1 * -13.0 + moveret2 * 3.0,
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s_a.hc.1 + (moveret2 * 5.0),
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s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55))
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* Quaternion::rotation_y(s_a.hc.4 + moveret1 * 1.57 + moveret2 * 0.5)
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* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
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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 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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(1.57)
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},
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Some(ToolKind::Axe) => {
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next.control_l.position = Vec3::new(
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-7.0 + move2 * 5.0,
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8.0 + move1 * 3.0 + move2 * 7.0,
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2.0 + move1 * -6.0 + move2 * 10.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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(1.57)
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.control_l.position = Vec3::new(
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-7.0,
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8.0 + move1 * -4.0 + move2 * 4.0,
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2.0 + move1 * 16.0 + move2 * -19.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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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(1.57)
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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 + move2 * 8.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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(1.57)
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},
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Some(ToolKind::Axe) => {
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next.control_r.position = Vec3::new(
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7.0 + move2 * 5.0,
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8.0 + move1 * 3.0 + move2 * 7.0,
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2.0 + move1 * -6.0 + move2 * 8.0,
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);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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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(1.57)
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.control_r.position = Vec3::new(
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7.0,
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8.0 + move1 * -4.0 + move2h * 4.0,
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2.0 + move1 * 12.0 + move2h * -16.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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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(1.57)
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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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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
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next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
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next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
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next.lantern.orientation = next.hand_r.orientation.inverse();
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}
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next
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}
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}
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