veloren/voxygen/src/anim/character/stand.rs

124 lines
4.5 KiB
Rust
Raw Normal View History

2020-01-26 00:22:48 +00:00
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::Tool;
2020-02-25 06:47:56 +00:00
use std::ops::Mul;
use vek::*;
pub struct StandAnimation;
impl Animation for StandAnimation {
2019-12-29 23:47:42 +00:00
type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
2020-02-25 06:47:56 +00:00
let slow = (anim_time as f32 * 1.0).sin();
let breathe = ((anim_time as f32 * 0.5).sin()).abs();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(7331.0)
.sin()
2019-10-02 10:05:17 +00:00
* 0.3,
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(1337.0)
.sin()
2019-10-02 10:05:17 +00:00
* 0.15,
);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
2019-10-02 10:05:17 +00:00
-3.0 + skeleton_attr.neck_forward,
2020-02-25 06:47:56 +00:00
skeleton_attr.neck_height + 21.0 + slow * 0.3,
);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
2020-02-25 06:47:56 +00:00
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 0.3);
2020-03-05 14:02:11 +00:00
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
next.chest.scale = Vec3::one() * 1.01;
2020-02-25 06:47:56 +00:00
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + slow * 0.3);
2020-03-05 14:02:11 +00:00
next.belt.ori = Quaternion::rotation_z(head_look.x * 0.4);
2020-02-25 06:47:56 +00:00
next.belt.scale = Vec3::one() + breathe * 0.05;
2020-02-25 06:47:56 +00:00
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + slow * 0.3);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
2020-03-05 14:02:11 +00:00
next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5);
2020-02-25 06:47:56 +00:00
next.l_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06);
next.l_hand.scale = Vec3::one();
2020-03-05 14:02:11 +00:00
next.r_hand.offset = Vec3::new(7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5);
2020-02-25 06:47:56 +00:00
next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06);
2020-03-05 14:02:11 +00:00
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
2019-10-04 18:27:12 +00:00
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
2020-02-25 06:47:56 +00:00
next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
2019-10-04 18:27:12 +00:00
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
2020-02-25 06:47:56 +00:00
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
2020-03-05 14:02:11 +00:00
next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
18.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.1, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
2020-03-05 14:02:11 +00:00
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}