mirror of
https://gitlab.com/veloren/veloren.git
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290 lines
13 KiB
Rust
290 lines
13 KiB
Rust
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::f32::consts::PI;
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency = (Option<ToolKind>, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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let quick = (((5.0)
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/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 2.0).cos());
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward - quick * 3.5,
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skeleton_attr.neck_height + 21.0,
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);
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next.head.ori = Quaternion::rotation_z(quick * 0.15)
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* Quaternion::rotation_x(quick * 0.09)
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* Quaternion::rotation_y(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0);
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next.chest.ori = Quaternion::rotation_z(quick * 0.15)
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* Quaternion::rotation_x(quick * 0.09)
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* Quaternion::rotation_y(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0 - quick * 1.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(quick * 0.2)
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* Quaternion::rotation_x(quick * 0.12)
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* Quaternion::rotation_y(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, -quick * 0.5, 2.0);
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next.shorts.ori = Quaternion::rotation_z(quick * 0.08)
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* Quaternion::rotation_x(quick * 0.05)
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* Quaternion::rotation_y(0.0);
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next.shorts.scale = Vec3::one();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.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.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
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next.control.ori = Quaternion::rotation_x(-1.2)
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* Quaternion::rotation_y(slow * 1.5)
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
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//0,1,5
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.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.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0);
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next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + 1.57);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(-0.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(11.0, 9.0, 10.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(3.14 + 0.3)
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* Quaternion::rotation_z(0.9);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - quick * 5.0);
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next.control.ori = Quaternion::rotation_x(quick * 1.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(quick * 1.5);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Shield(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, -2.0 + slow * 5.0, -1.0);
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next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(1.0, 8.0, 2.5);
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next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(0.3)
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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.main.offset = Vec3::new(
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-4.0 + skeleton_attr.weapon_x,
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15.0 + skeleton_attr.weapon_y,
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-4.0,
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);
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next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.4)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Debug(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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},
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_ => {},
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}
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
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next.lantern.ori = Quaternion::rotation_x(0.0);
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next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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