mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
568 lines
29 KiB
Rust
568 lines
29 KiB
Rust
use super::{
|
|
super::{vek::*, Animation},
|
|
BipedLargeSkeleton, SkeletonAttr,
|
|
};
|
|
use common::{
|
|
comp::item::tool::{AbilitySpec, ToolKind},
|
|
states::utils::StageSection,
|
|
};
|
|
use core::f32::consts::PI;
|
|
|
|
pub struct AlphaAnimation;
|
|
|
|
impl Animation for AlphaAnimation {
|
|
type Dependency<'a> = (
|
|
Option<ToolKind>,
|
|
(Option<ToolKind>, Option<&'a AbilitySpec>),
|
|
Vec3<f32>,
|
|
f32,
|
|
Option<StageSection>,
|
|
f32,
|
|
f32,
|
|
Option<&'a str>,
|
|
);
|
|
type Skeleton = BipedLargeSkeleton;
|
|
|
|
#[cfg(feature = "use-dyn-lib")]
|
|
const UPDATE_FN: &'static [u8] = b"biped_large_alpha\0";
|
|
|
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_alpha")]
|
|
fn update_skeleton_inner(
|
|
skeleton: &Self::Skeleton,
|
|
(
|
|
active_tool_kind,
|
|
_second_tool,
|
|
velocity,
|
|
global_time,
|
|
stage_section,
|
|
acc_vel,
|
|
timer,
|
|
ability_id,
|
|
): Self::Dependency<'_>,
|
|
anim_time: f32,
|
|
rate: &mut f32,
|
|
s_a: &SkeletonAttr,
|
|
) -> Self::Skeleton {
|
|
*rate = 1.0;
|
|
let mut next = (*skeleton).clone();
|
|
let speed = Vec2::<f32>::from(velocity).magnitude();
|
|
|
|
let lab: f32 = 0.65 * s_a.tempo;
|
|
let speednorm = (speed / 12.0).powf(0.4);
|
|
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
|
|
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
|
|
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
|
|
* ((acc_vel * lab + PI * 1.4).sin());
|
|
|
|
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
|
|
* ((acc_vel * lab + PI * 0.4).sin());
|
|
let (move1base, move2base, move3) = match stage_section {
|
|
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
|
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
|
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
|
_ => (0.0, 0.0, 0.0),
|
|
};
|
|
let pullback = 1.0 - move3;
|
|
let move1 = move1base * pullback;
|
|
let move2 = move2base * pullback;
|
|
let subtract = global_time - timer;
|
|
let check = subtract - subtract.trunc();
|
|
let mirror = (check - 0.5).signum();
|
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.second.orientation = Quaternion::rotation_x(0.0);
|
|
next.shoulder_l.position = Vec3::new(
|
|
-s_a.shoulder.0,
|
|
s_a.shoulder.1,
|
|
s_a.shoulder.2 - foothorir * 1.0,
|
|
);
|
|
next.shoulder_l.orientation =
|
|
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
|
|
|
|
next.shoulder_r.position = Vec3::new(
|
|
s_a.shoulder.0,
|
|
s_a.shoulder.1,
|
|
s_a.shoulder.2 - foothoril * 1.0,
|
|
);
|
|
next.shoulder_r.orientation =
|
|
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
|
|
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
|
|
|
next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
|
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
|
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
|
|
|
match active_tool_kind {
|
|
Some(ToolKind::Sword) => {
|
|
next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
|
|
next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.control.position = Vec3::new(
|
|
-3.0 + move1 * -4.0 + move2 * 5.0,
|
|
5.0 + s_a.grip.0 / 1.2 + move1 * -4.0 + move2 * 8.0,
|
|
-4.0 + -s_a.grip.0 / 2.0 + move2 * -5.0,
|
|
);
|
|
next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.5 + move2 * -0.7);
|
|
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.7);
|
|
next.control_l.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5)
|
|
* Quaternion::rotation_y(-0.2);
|
|
next.control_r.orientation =
|
|
Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5)
|
|
* Quaternion::rotation_y(0.2)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation =
|
|
Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -2.0)
|
|
* Quaternion::rotation_y(-0.1 + move1 * -0.5 + move2 * 1.0);
|
|
},
|
|
Some(ToolKind::Hammer) => {
|
|
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
|
|
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
4.0 + move1 * -12.0 + move2 * 20.0,
|
|
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
|
|
(-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
|
|
);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
|
|
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
|
|
|
|
next.control_l.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + move2 * 0.8) * Quaternion::rotation_y(-0.0);
|
|
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
|
|
* Quaternion::rotation_y(0.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation =
|
|
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
|
|
* Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
|
|
* Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
|
|
},
|
|
Some(ToolKind::Axe) => match ability_id {
|
|
Some("common.abilities.custom.gigas_frost.cleave") => {
|
|
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
|
|
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
4.0 + move1 * -12.0 + move2 * 28.0,
|
|
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
|
|
(-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * -6.0,
|
|
);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
|
|
* Quaternion::rotation_y(-0.0);
|
|
next.control_r.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
|
|
* Quaternion::rotation_y(0.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.5)
|
|
* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.0)
|
|
* Quaternion::rotation_z(-0.3);
|
|
},
|
|
Some("common.abilities.custom.gigas_frost.wide_cleave") => {
|
|
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
|
|
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
4.0 + move1 * -12.0 + move2 * 28.0,
|
|
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
|
|
(-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
|
|
);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
|
|
* Quaternion::rotation_y(-0.0);
|
|
next.control_r.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
|
|
* Quaternion::rotation_y(0.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation =
|
|
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
|
|
* Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
|
|
* Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
|
|
},
|
|
_ => {
|
|
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
|
|
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
4.0 + move1 * -12.0 + move2 * 28.0,
|
|
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
|
|
(-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
|
|
);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
|
|
* Quaternion::rotation_y(-0.0);
|
|
next.control_r.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
|
|
* Quaternion::rotation_y(0.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation =
|
|
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
|
|
* Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
|
|
* Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
|
|
},
|
|
},
|
|
Some(ToolKind::Natural) => match ability_id {
|
|
Some("common.abilities.custom.wendigomagic.singlestrike") => {
|
|
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
|
|
|
|
next.control_l.position =
|
|
Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
|
|
next.control_r.position =
|
|
Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
|
|
* Quaternion::rotation_y(-0.15)
|
|
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
|
|
next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
|
|
* Quaternion::rotation_y(0.15)
|
|
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
|
|
},
|
|
|
|
Some("common.abilities.custom.tidalwarrior.pincer") => {
|
|
if mirror > 0.0 {
|
|
next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
|
|
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.3);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
|
|
* Quaternion::rotation_y(move1 * -0.5 + move2 * 0.7)
|
|
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
|
|
|
|
next.shoulder_l.orientation =
|
|
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
|
|
* Quaternion::rotation_y(move1 * -0.3 + move2 * -0.5);
|
|
next.hand_l.position = Vec3::new(
|
|
-14.0 + move1 * -2.0 + move2 * 4.0,
|
|
2.0 + move2 * 4.0,
|
|
-4.0 + move2 * 3.0,
|
|
);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
|
|
* Quaternion::rotation_y(move2 * 0.5)
|
|
* Quaternion::rotation_z(-0.35 + move1 * -0.5 + move2 * 1.0);
|
|
next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
|
|
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
|
|
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
|
} else {
|
|
next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
|
|
* Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
|
|
* Quaternion::rotation_y(move1 * 0.5 + move2 * -0.7)
|
|
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
|
|
|
|
next.shoulder_r.orientation =
|
|
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
|
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
|
|
next.hand_r.position = Vec3::new(
|
|
14.0 + move1 * 2.0 + move2 * -4.0,
|
|
2.0 + move2 * 4.0,
|
|
-4.0 + move2 * 3.0,
|
|
);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
|
|
* Quaternion::rotation_y(move2 * -0.5)
|
|
* Quaternion::rotation_z(0.35 + move1 * 0.5 + move2 * -1.0);
|
|
next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
|
|
|
|
next.hand_l.orientation =
|
|
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(-0.35);
|
|
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
|
|
};
|
|
next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -4.7);
|
|
},
|
|
Some("common.abilities.custom.minotaur.cripplingstrike") => {
|
|
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
|
|
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
|
|
next.weapon_l.position = Vec3::new(
|
|
-12.0 + move1 * -9.0 + move2 * 16.0,
|
|
-6.0 + move2 * 8.0,
|
|
-18.0 + move1 * 8.0 + move2 * -4.0,
|
|
);
|
|
next.weapon_r.position = Vec3::new(
|
|
12.0 + move1 * 9.0 + move2 * -16.0,
|
|
-6.0 + move2 * 8.0,
|
|
-18.0 + move1 * 8.0 + move2 * -8.0,
|
|
);
|
|
|
|
next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
|
|
* Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
|
|
* Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
|
|
next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
|
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
|
|
* Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
|
|
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
|
|
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
|
|
* Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
|
|
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
|
|
* Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
|
|
next.second.scale = Vec3::one() * 1.0;
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
|
|
},
|
|
Some("common.abilities.custom.yeti.strike") => {
|
|
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
|
|
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
4.0 + move1 * -12.0 + move2 * 20.0,
|
|
(s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
|
|
(-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
|
|
);
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
|
|
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
|
|
* Quaternion::rotation_y(-0.0);
|
|
next.control_r.orientation =
|
|
Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
|
|
* Quaternion::rotation_y(0.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation =
|
|
Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
|
|
* Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
|
|
* Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
|
|
},
|
|
Some("common.abilities.custom.harvester.scythe") => {
|
|
next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
|
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
|
|
|
|
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
|
|
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
|
|
* Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
|
|
|
|
next.shoulder_l.position = Vec3::new(
|
|
-s_a.shoulder.0,
|
|
s_a.shoulder.1,
|
|
s_a.shoulder.2 - foothorir * 1.0,
|
|
);
|
|
next.shoulder_l.orientation =
|
|
Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
|
|
* Quaternion::rotation_y(move1 * -0.2);
|
|
next.shoulder_r.orientation =
|
|
Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
|
|
* Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
|
|
|
|
if speed == 0.0 {
|
|
next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
|
|
|
|
next.foot_l.position = Vec3::new(
|
|
-s_a.foot.0,
|
|
s_a.foot.1,
|
|
s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
|
|
);
|
|
next.foot_l.orientation =
|
|
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
|
|
}
|
|
|
|
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
|
|
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
|
|
|
|
next.control.position = Vec3::new(
|
|
-7.0 + move1 * 26.0 - move2 * 32.0,
|
|
0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
|
|
-s_a.grip.0 / 0.8,
|
|
);
|
|
|
|
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
|
* Quaternion::rotation_y(-0.0)
|
|
* Quaternion::rotation_z(PI);
|
|
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
|
|
* Quaternion::rotation_y(-1.0 + move1 * 1.0)
|
|
* Quaternion::rotation_z(0.0);
|
|
|
|
next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
|
|
* Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
|
|
* Quaternion::rotation_z(move1 * -1.5);
|
|
},
|
|
Some("common.abilities.custom.husk_brute.singlestrike") => {
|
|
next.shoulder_l.position =
|
|
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.shoulder_r.position =
|
|
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
|
|
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
|
|
|
|
if mirror > 0.0 {
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
|
|
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
|
|
} else {
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
|
|
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
|
|
}
|
|
},
|
|
Some("common.abilities.custom.beastclaws.basic") => {
|
|
next.shoulder_l.position =
|
|
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.shoulder_r.position =
|
|
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.hand_l.position =
|
|
Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
|
|
next.hand_r.position =
|
|
Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
|
|
|
|
if mirror > 0.0 {
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
|
|
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
|
|
* Quaternion::rotation_z(move1 * 2.0);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
|
|
* Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
|
|
} else {
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
|
|
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
|
|
* Quaternion::rotation_z(move1 * -2.0);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
|
|
}
|
|
},
|
|
Some("common.abilities.custom.tursus.tursus_claws") => {
|
|
next.shoulder_l.position =
|
|
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.shoulder_r.position =
|
|
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
|
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
|
|
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
|
|
|
|
if mirror > 0.0 {
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
|
|
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
|
|
* Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
|
|
} else {
|
|
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
|
|
|
|
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
|
|
|
|
next.upper_torso.orientation =
|
|
Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
|
|
next.lower_torso.orientation =
|
|
Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
|
|
|
|
next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
|
|
* Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
|
|
|
|
next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
|
|
* Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
|
|
}
|
|
},
|
|
_ => {},
|
|
},
|
|
_ => {},
|
|
}
|
|
|
|
next
|
|
}
|
|
}
|