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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
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use vek::*;
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_beta\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _velocity, _global_time): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
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let fast = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 28.0).sin());
let footquick = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
let slow = (((5.0)
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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if let Some(
ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Sword(_) | ToolKind::Dagger(_),
) = active_tool_kind
{
//INTENTION: SWORD
next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.ori = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(slow * 0.2)
* Quaternion::rotation_y(slow * -0.1);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.04);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.05);
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next.l_hand.offset = Vec3::new(-0.75, -1.0, -2.5);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.75, -1.5, -5.5);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3);
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next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
next.control.ori = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 2.0 + 0.7)
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
footquick * -9.5,
skeleton_attr.foot.2,
);
next.l_foot.ori =
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
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next.r_foot.offset =
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
next.r_foot.ori =
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
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next.lantern.ori =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
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next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
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next
}
}