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

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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct GlidingAnimation;
impl Animation for GlidingAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (f32, f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
(velocity, global_time): Self::Dependency,
anim_time: f64,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_slow = (anim_time as f32 * 7.0).sin();
let wave_slow_cos = (anim_time as f32 * 7.0).cos();
let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
let wave_very_slow = (anim_time as f32 * 3.0).sin();
let wave_very_slow_alt = (anim_time as f32 * 2.5).sin();
let wave_very_slow_cos = (anim_time as f32 * 3.0).cos();
let wave_slow_test = (anim_time as f32).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.head.offset = Vec3::new(
0.0,
0.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 6.0,
);
next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -4.0);
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -7.0);
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-10.0, -5.0 + wave_very_slow * 0.1, 8.5);
next.l_hand.ori =
Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.1) * skeleton_attr.scaler;
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(10.0, -5.0 + wave_very_slow * 0.1, 8.5);
next.r_hand.ori = Quaternion::rotation_x(1.0 + wave_very_slow_cos * -0.10);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0);
next.l_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19) * velocity * 0.04,
);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0);
next.r_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13) * velocity * 0.04,
);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(0.0, -13.0 + wave_very_slow * 0.10, 6.0);
next.draw.ori = Quaternion::rotation_x(1.0)//0.95 - wave_very_slow * 0.08)
* Quaternion::rotation_y(wave_very_slow_cos * 0.04);
next.draw.scale = Vec3::one();
next.left_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, -5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.05 * velocity + wave_very_slow * 0.10);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}