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259 lines
12 KiB
Rust
259 lines
12 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 SpinAnimation;
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type SpinAnimationDependency = (
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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impl Animation for SpinAnimation {
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type Dependency<'a> = SpinAnimationDependency;
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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_spin\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, _velocity, _global_time, 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 (movement1base, movement2base, 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.powi(4)),
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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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let move2 = movement2base * pullback;
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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.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.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.head.position = Vec3::new(
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0.0 + 2.0 + move2 * -2.0,
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2.0 + move2 * -2.0 + s_a.head.0,
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s_a.head.1,
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);
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next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
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* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
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* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
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next.belt.orientation =
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Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
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next.shorts.orientation =
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Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
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next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
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* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
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},
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Some(ToolKind::Axe) => {
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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.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
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* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
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* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
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next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
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next.shorts.orientation =
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Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
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next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
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* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
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next.torso.position = Vec3::new(
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0.0,
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0.0,
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-11.0
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+ 11.0 * (movement1 * 0.5 * PI).sin()
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+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
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);
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next.torso.orientation =
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Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
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s_a.foot.1,
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s_a.foot.2 + (movement2 * 6.0),
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);
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next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
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* Quaternion::rotation_y(movement2 * 0.5);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
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s_a.foot.2,
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);
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next.foot_r.orientation =
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Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
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next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
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* Quaternion::rotation_z(movement2 * 0.8);
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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)) => {
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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.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 + movement1base * 2.0 + movement2base * -7.0,
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s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
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s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
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);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
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* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
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* Quaternion::rotation_z(s_a.sc.5 - PI / 2.0 + movement1base * PI);
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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::Action) => (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,
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s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
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s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
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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)
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* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
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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), _) => 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 + movement2base * -5.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(1.7)
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* Quaternion::rotation_y(-2.7 + movement1base * -1.0 + movement2base * 2.0)
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* Quaternion::rotation_z(1.5 + movement1base * PI);
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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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Some(ToolKind::Axe) => {
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next.control_l.position = Vec3::new(
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-2.0 + movement1base * -5.0,
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18.0 + movement1base * -10.0,
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6.0 + movement1base * -10.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(1.7 + movement2base * 1.5)
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* Quaternion::rotation_y(-3.7)
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* Quaternion::rotation_z(1.5 + movement2base * PI / 2.0);
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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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(_, _) => {},
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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 =
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Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(1.7)
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* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
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* Quaternion::rotation_z(1.5 + move1 * PI);
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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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Some(ToolKind::Axe) => {
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next.control_r.position = Vec3::new(
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12.0 + move1 * -10.0,
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18.0 + move1 * -10.0,
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4.0 + move1 * -2.0,
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);
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next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
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* Quaternion::rotation_y(-3.3)
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* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
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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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},
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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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next
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}
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}
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