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

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use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
f64,
Option<StageSection>,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_beta\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)),
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_ => (0.0, 0.0, 0.0),
};
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3),
s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.sc.2 + (10.9 + movement1 * 2.5 * (1.0 - movement3)),
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);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3))
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
)
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3));
next.upper_torso.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * (1.0 - movement3))
* Quaternion::rotation_z(
(0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3),
);
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3));
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next
}
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}