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

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// Standard
use std::f32::consts::PI;
// Library
use vek::*;
// Local
use super::{super::Animation, CharacterSkeleton, SCALE};
//
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(skeleton: &Self::Skeleton, global_time: f64, anim_time: f64) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let arcwave = (1.0f32.ln_1p() - 1.0).abs();
let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos();
let wave_slow = (anim_time as f32 * 5.0 + PI).min(PI / 2.0).sin();
let wave_slowtest = (anim_time as f32).min(PI/2.0).sin();
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
let mult = wave_slow / (wave_slow.abs());
next.head.offset = Vec3::new(5.5, 2.0, 12.0);
next.head.ori = Quaternion::rotation_x(0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
next.belt.ori = Quaternion::rotation_z(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-7.5, -2.0, 12.0);
next.l_hand.ori = Quaternion::rotation_x(0.8);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(7.5, -2.0, 12.0);
next.r_hand.ori = Quaternion::rotation_x(-0.8);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(wave_slow * -1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
next.r_foot.ori = Quaternion::rotation_x(wave_slow * 1.2);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, 0.0, 0.2);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next
}
}