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205 lines
9.3 KiB
Rust
205 lines
9.3 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{AbilitySpec, ToolKind},
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states::utils::StageSection,
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};
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use core::f32::consts::PI;
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pub struct ShockwaveAnimation;
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type ShockwaveAnimationDependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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f32,
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f32,
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Option<StageSection>,
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);
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impl Animation for ShockwaveAnimation {
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type Dependency<'a> = ShockwaveAnimationDependency<'a>;
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shockwave")]
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#[allow(clippy::single_match)] // 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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(
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(active_tool_kind, active_tool_spec),
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_second_tool_kind,
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_global_time,
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velocity,
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stage_section,
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): 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, move1pow, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.25) as f32, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1pow = move1pow * pullback;
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let move2 = move2 * pullback;
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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(0.0, 0.0, s_a.grip.0);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Sceptre | ToolKind::Staff) => {
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.sthl.3) * Quaternion::rotation_y(s_a.sthl.4);
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next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0);
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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.control.orientation =
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Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4);
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let twist = move1 * 0.8;
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next.control.position = Vec3::new(
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s_a.stc.0 + move1 * 5.0 + move3 * -5.0,
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s_a.stc.1 + move1 * 13.0 + move3 * -3.0,
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s_a.stc.2 + move1 * 10.0 + move2 * -2.0 + move3 * -8.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.stc.3 + move1 * 0.8 + move2 * 0.3 + move3 * -1.1)
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* Quaternion::rotation_y(
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s_a.stc.4 + move1 * -0.15 + move2 * 0.3 + move3 * -0.45,
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)
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* Quaternion::rotation_z(move1 * 0.8 + move2 * -0.8);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.4 + move3 * -0.4)
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* Quaternion::rotation_z(twist * 0.2 + move2 * -0.8 + move3 * 0.6);
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next.upper_torso.position = Vec3::new(
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0.0,
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s_a.upper_torso.0,
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s_a.upper_torso.1 + move1 * 2.0 + move2 * -4.0 + move3 * 2.0,
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);
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next.upper_torso.orientation = Quaternion::rotation_x(move2 * -0.8 + move3 * 0.8)
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* Quaternion::rotation_z(twist * -0.2 + move2 * -0.1 + move3 * 0.3);
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next.lower_torso.orientation = Quaternion::rotation_x(move2 * 0.3 + move3 * -0.3)
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* Quaternion::rotation_z(twist + move2 * -0.8);
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if velocity < 0.5 {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
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s_a.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
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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 + move1 * 5.0 + move2 * -5.0,
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
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* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
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}
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},
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Some(ToolKind::Natural) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Yeti" => {
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next.second.scale = Vec3::one() * 0.0;
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next.head.orientation =
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Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.2);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
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next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
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next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.weapon_l.position =
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Vec3::new(-12.0 + (move1pow * 20.0).min(10.0), -1.0, -15.0);
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next.weapon_r.position =
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Vec3::new(12.0 + (move1pow * -20.0).max(-10.0), -1.0, -15.0);
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next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
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* Quaternion::rotation_z(move1pow * -1.0);
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next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
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* Quaternion::rotation_z(move1pow * 1.0);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(-0.3 + move1pow * 2.8 + move2 * -2.8);
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next.control.orientation =
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Quaternion::rotation_x(move1pow * 2.5 + move2 * -2.0);
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let twist = move1 * 0.6 + move3 * -0.6;
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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);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1pow * 0.8 + move2 * -1.1)
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* Quaternion::rotation_z(
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twist * -0.2 + move1 * -0.1 + move2 * 0.3,
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);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1pow * -0.8 + move2 * 1.1)
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* Quaternion::rotation_z(twist);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + move1pow * -7.0 + move2 * 7.0,
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s_a.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(move1pow * -0.8 + move2 * 0.8)
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* Quaternion::rotation_z(move1pow * 0.3 + move2 * -0.3);
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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 + move1pow * 5.0 + move2 * -5.0,
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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_y(move1pow * -0.3 + move2 * 0.3)
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* Quaternion::rotation_z(move1pow * 0.4 + move2 * -0.4);
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next.main.orientation =
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Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
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* Quaternion::rotation_x(move2 * -0.4);
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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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}
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next
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}
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}
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