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142 lines
6.1 KiB
Rust
142 lines
6.1 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::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct LeapAnimation;
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impl Animation for LeapAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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);
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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_leapmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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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 (movement1, movement2, movement3, movement4) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
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Some(StageSection::Movement) => (1.0, (anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, 1.0, (anim_time as f32).powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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if let Some(ToolKind::Hammer) = active_tool_kind {
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
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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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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(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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next.control.position = Vec3::new(
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s_a.hc.0 + movement2 * -10.0 + movement3 * 6.0,
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s_a.hc.1 + movement2 * 5.0 + movement3 * 7.0,
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s_a.hc.2 + movement2 * 5.0 + movement3 * -10.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.hc.3 + movement2 * 1.57 + movement3 * -2.3)
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* Quaternion::rotation_y(s_a.hc.4 + movement2 * 1.3)
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* Quaternion::rotation_z(s_a.hc.5 + movement2 * -1.0 + movement3 * 0.5);
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next.chest.orientation =
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Quaternion::rotation_x(
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movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
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) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
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next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
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* Quaternion::rotation_y(0.0 + movement2 * -0.1)
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* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
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//next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
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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 + movement3 * 13.0,
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s_a.foot.2 + movement3 * -2.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
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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 + 8.0 + movement3 * -13.0,
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s_a.foot.2 + 5.0 + movement3 * -5.0,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
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} else if let Some(ToolKind::Axe) = active_tool_kind {
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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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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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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(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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next.control.position = Vec3::new(
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s_a.ac.0 + movement1 * 8.0,
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s_a.ac.1 + movement1 * 4.0 + movement3 * 3.0,
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s_a.ac.2 + movement1 * 6.0 + movement2 * 1.0 + movement3 * -14.0,
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);
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next.control.orientation = Quaternion::rotation_x(
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s_a.ac.3 + movement1 * -2.0 + movement2 * 0.7 + movement3 * -2.3
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) * Quaternion::rotation_y(s_a.ac.4)// + movement1 * 0.5)
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* Quaternion::rotation_z(s_a.ac.5+movement1*PI); // - movement1 * 0.2);
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next.torso.orientation = Quaternion::rotation_x(
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-0.3 + movement2 * -1.6 * PI
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+ movement2 * -0.3
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+ movement3 * -0.2 * PI
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+ movement4 * -0.1 * PI,
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) * Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation =
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Quaternion::rotation_x(0.0 + movement1 * -0.4 + movement2 * 0.4 + movement3 * 0.2);
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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 + movement2 * 4.0 + movement3 * -1.0,
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s_a.foot.2,
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);
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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 + movement2 * 4.0 + movement3 * -8.0,
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s_a.foot.2 + movement3 * -3.0,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(movement1 * 0.9 - movement2 * 1.0 + movement3 * 1.8);
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next.foot_r.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
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next.belt.orientation = Quaternion::rotation_x(movement1 * 0.22 + movement2 * 0.1);
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next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.3 + movement2 * 0.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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}
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next
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}
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}
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