2019-05-09 10:32:44 +00:00
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// Standard
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use std::f32::consts::PI;
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// Library
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use vek::*;
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// Local
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use super::{super::Animation, CharacterSkeleton, SCALE};
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//
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pub struct JumpAnimation;
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impl Animation for JumpAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(skeleton: &Self::Skeleton, global_time: f64, anim_time: f64) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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2019-05-09 15:15:46 +00:00
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let wave = (anim_time as f32 * 14.0).sin();
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2019-05-09 10:32:44 +00:00
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let arcwave = (1.0f32.ln_1p() - 1.0).abs();
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let wavetest = (wave.cbrt());
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let fuzzwave = (anim_time as f32 * 12.0).sin();
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let wavecos = (anim_time as f32 * 14.0).cos();
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2019-05-09 15:15:46 +00:00
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let wave_slow = (anim_time as f32 * 5.0 + PI).min(PI / 2.0).sin();
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2019-05-09 10:32:44 +00:00
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let wave_slowtest = (anim_time as f32).min(PI/2.0).sin();
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let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let mult = wave_slow / (wave_slow.abs());
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next.head.offset = Vec3::new(5.5, 2.0, 12.0);
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next.head.ori = Quaternion::rotation_x(0.15);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-7.5, -2.0, 12.0);
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next.l_hand.ori = Quaternion::rotation_x(0.8);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(7.5, -2.0, 12.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.8);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_slow * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
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next.r_foot.ori = Quaternion::rotation_x(wave_slow * 1.2);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, 0.0, 0.2);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one();
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next
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}
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}
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