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

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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};
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct BlockAnimation;
impl Animation for BlockAnimation {
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type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton;
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fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, global_time): Self::Dependency,
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anim_time: f64,
_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let _wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let _head_look = Vec2::new(
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((global_time + anim_time) as f32 / 1.5)
.floor()
.mul(7331.0)
.sin()
* 0.3,
((global_time + anim_time) as f32 / 1.5)
.floor()
.mul(1337.0)
.sin()
* 0.15,
);
next.head.offset = Vec3::new(
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0.0 + wave_slow_cos * 0.2,
-1.0 + skeleton_attr.head.0,
skeleton_attr.head.1 + 19.5 + wave_ultra_slow * 0.2,
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);
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next.head.ori = Quaternion::rotation_x(-0.25);
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next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2);
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next.chest.ori =
Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2);
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next.belt.ori =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.scale = Vec3::one() * 1.01;
next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2);
next.shorts.ori = Quaternion::rotation_x(0.1);
next.shorts.scale = Vec3::one();
match active_tool_kind {
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//TODO: Inventory
Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(0.0, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, -6.0, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0, 13.0, 8.0);
next.control.ori = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(0.4)
* Quaternion::rotation_z(-1.57);
next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(-6.0, 4.5, 0.0 + wave_ultra_slow * 1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 3.5, 6.5);
next.l_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
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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, 3.75);
next.r_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(5.0, 8.75, 5.5);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(-0.85);
next.main.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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4.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
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Some(ToolKind::Shield(_)) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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4.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
_ => {},
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}
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
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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.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
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,
);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
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next
}
}