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https://gitlab.com/veloren/veloren.git
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255 lines
12 KiB
Rust
255 lines
12 KiB
Rust
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct EquipAnimation;
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impl Animation for EquipAnimation {
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type Dependency = (Option<ToolKind>, f32, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _velocity, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 1.6).sin());
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let long = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 0.8).sin());
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let equip_slow = 1.0 + (anim_time as f32 * 1.2 + PI).cos();
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let equip_slowa = 1.0 + (anim_time as f32 * 1.2 + PI / 4.0).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 * 3.0 + PI).cos();
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let wave = (anim_time as f32 * 1.0).sin();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
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next.r_hand.ori = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 0.0, -6.0);
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next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset =
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Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(2.5)
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* Quaternion::rotation_z(1.57);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
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next.main.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.8);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-7.0 + 9.0, 4.6 + 1.5, 7.5 - 1.6);
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next.l_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.32);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(6.0, 7.0, 0.0);
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next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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next.control.offset =
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Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(1.35 + 2.5)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(-0.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(11.0, 9.0, 10.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(3.14 + 0.3)
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* Quaternion::rotation_z(0.9);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Shield(_)) => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(3.0, 2.0, -13.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Debug(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
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next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
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8.75 + skeleton_attr.weapon_y,
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-2.0,
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);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
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* Quaternion::rotation_z(wave * -0.25);
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next.main.scale = Vec3::one();
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},
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_ => {},
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}
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 6.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 6.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.2,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.15);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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