2019-06-11 04:08:55 +00:00
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use super::{super::Animation, CharacterSkeleton};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct RollAnimation;
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impl Animation for RollAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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2019-06-16 15:54:02 +00:00
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let wave = (anim_time as f32 * 5.5).sin();
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let wave_quick = (anim_time as f32 * 9.5).sin();
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let wave_quick_cos = (anim_time as f32 * 9.5).cos();
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let wave_cos = (anim_time as f32 * 5.5).cos();
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let wave_slow = (anim_time as f32 * 2.8 + PI).sin();
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let wave_dub = (anim_time as f32 * 5.5).sin();
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2019-06-11 04:08:55 +00:00
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2019-06-16 02:16:22 +00:00
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next.head.offset = Vec3::new(0.0, 0.0 + wave_slow * -3.0, 9.0 + wave_dub * -5.0);
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2019-06-11 04:08:55 +00:00
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next.head.ori = Quaternion::rotation_x(wave_dub * -0.4);
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next.head.scale = Vec3::one();
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2019-06-16 02:16:22 +00:00
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -2.5);
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2019-06-11 04:08:55 +00:00
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next.chest.ori = Quaternion::rotation_x(wave_dub * -0.5);
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next.chest.scale = Vec3::one() * 1.01;
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-5.5 + wave * -0.5,
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2019-06-16 02:16:22 +00:00
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-2.0 + wave_quick_cos * -5.5,
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8.0 + wave_quick * 0.5,
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);
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2019-06-11 04:08:55 +00:00
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next.l_hand.ori =
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Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
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2019-06-16 02:16:22 +00:00
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next.l_hand.scale = Vec3::one();
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2019-06-11 04:08:55 +00:00
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next.r_hand.offset = Vec3::new(
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5.5 + wave * 0.5,
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2019-06-16 02:16:22 +00:00
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-2.0 + wave_quick_cos * 2.5,
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8.0 + wave_quick * 3.0,
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);
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2019-06-11 04:08:55 +00:00
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next.r_hand.ori =
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Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
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2019-06-16 02:16:22 +00:00
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next.r_hand.scale = Vec3::one();
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2019-06-11 04:08:55 +00:00
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2019-06-16 13:57:01 +00:00
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.2 + wave_slow * 4.0);
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2019-06-11 04:08:55 +00:00
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next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
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next.l_foot.scale = Vec3::one();
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2019-06-16 13:57:01 +00:00
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next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.0 + wave_slow * 4.0);
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2019-06-11 04:08:55 +00:00
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next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
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next.r_foot.scale = Vec3::one();
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2019-06-16 02:16:22 +00:00
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next.weapon.offset = Vec3::new(-7.0, -7.0, 15.0);
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2019-06-11 04:08:55 +00:00
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_quick * 1.0);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() * 0.0;
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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2019-06-16 02:16:22 +00:00
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next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 16.0) / 11.0;
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2019-06-11 04:08:55 +00:00
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next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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}
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}
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