mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
117 lines
3.9 KiB
Rust
117 lines
3.9 KiB
Rust
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// Standard
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use std::{f32::consts::PI, ops::Mul};
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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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pub struct Input {
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pub attack: bool,
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}
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pub struct AttackAnimation;
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impl Animation for AttackAnimation {
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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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let wave = (anim_time as f32 * 1.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3);
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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(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3);
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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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-6.0,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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9.0,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
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next.weapon.ori = Quaternion::rotation_z(wave * 1.0);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 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();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 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();
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next.draw.offset = Vec3::new(13.5, 0.0, 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.l_hold.offset = Vec3::new(0.0, 0.0, 5.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(-2.0, -2.5, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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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
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}
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}
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