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https://gitlab.com/veloren/veloren.git
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159 lines
7.2 KiB
Rust
159 lines
7.2 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 SpinMeleeAnimation;
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impl Animation for SpinMeleeAnimation {
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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_spinmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
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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 lab = 1.0;
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let mut next = (*skeleton).clone();
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//torso movement
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let xshift = if velocity.z.abs() < 0.1 {
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((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin()
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} else {
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0.0
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};
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let yshift = if velocity.z.abs() < 0.1 {
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((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin()
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} else {
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0.0
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};
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let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 {
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0.5 * ((anim_time as f32).powi(2))
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} else {
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lab as f32 * anim_time as f32 * 0.9
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};
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//feet
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let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
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let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
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match active_tool_kind {
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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(s_a.sc.0, s_a.sc.1, s_a.sc.2 + movement1 * 2.0);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + movement1 * -PI / 2.5 + movement3 * PI / 2.0)
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* Quaternion::rotation_z(
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s_a.sc.5 + movement1 * -PI / 2.0 + movement3 * PI / 2.0,
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);
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next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * -2.0);
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next.chest.orientation = Quaternion::rotation_x(movement1 * -0.3)
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* Quaternion::rotation_y(movement1 * 0.15 + movement3 * -0.15);
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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(movement1 * 0.2 + movement3 * 0.15)
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* Quaternion::rotation_z(movement2 * 0.8 + movement3 * -0.6);
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next.belt.orientation = Quaternion::rotation_x(0.1);
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next.shorts.orientation = Quaternion::rotation_x(0.2);
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},
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Some(ToolKind::Axe) => {
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next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, s_a.head.1 + 1.0);
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next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(PI);
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next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.control.position = Vec3::new(0.0, 16.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
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next.head.orientation =
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Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(0.08);
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next.chest.position = Vec3::new(0.0, s_a.chest.0 - 3.0, s_a.chest.1 - 2.0);
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next.chest.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.3);
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next.belt.position = Vec3::new(0.0, 1.0, -1.0);
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next.belt.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.4)
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* Quaternion::rotation_y(0.0);
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next.shorts.position = Vec3::new(0.0, 3.0, -2.5);
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next.shorts.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.7)
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* Quaternion::rotation_y(0.0);
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next.torso.position = Vec3::new(
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-xshift * (anim_time as f32).min(0.6),
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-yshift * (anim_time as f32).min(0.6),
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0.0,
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) * s_a.scaler;
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next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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if velocity.z.abs() > 0.1 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, 8.0, s_a.foot.2 + 2.0);
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next.foot_l.orientation =
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Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, 8.0, s_a.foot.2 + 2.0);
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next.foot_r.orientation = Quaternion::rotation_x(1.0);
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} else if speed < 0.5 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, 2.0 + quick * -6.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, 4.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
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* Quaternion::rotation_y(-0.4);
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} else {
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next.foot_l.position = Vec3::new(-s_a.foot.0, 2.0 + quick * -6.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + quick * 6.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2);
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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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