mirror of
https://gitlab.com/veloren/veloren.git
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159 lines
6.7 KiB
Rust
159 lines
6.7 KiB
Rust
use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Tool;
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use vek::*;
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pub struct WieldAnimation;
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impl Animation for WieldAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f64);
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_velocity, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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match Tool::Bow {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.0 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Axe => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Hammer => {
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next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
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next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
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8.75 + skeleton_attr.weapon_y,
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-2.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
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* Quaternion::rotation_z(wave * -0.25);
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next.weapon.scale = Vec3::one();
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}
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Tool::Staff => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Shield => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(-4.0, 5.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.9)
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* Quaternion::rotation_z(0.85);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(2.0, 8.0, -3.5);
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next.r_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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9.0 + skeleton_attr.weapon_x,
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10.0 + skeleton_attr.weapon_y,
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-3.0,
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);
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next.weapon.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.weapon.scale = Vec3::one();
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}
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Tool::Dagger => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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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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