veloren/voxygen/src/anim/character/roll.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;
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use vek::*;
pub struct RollAnimation;
impl Animation for RollAnimation {
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type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
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fn update_skeleton(
skeleton: &Self::Skeleton,
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(_active_tool_kind, orientation, last_ori, _global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 4.5).sin();
let wave_quick = (anim_time as f32 * 7.5).sin();
let wave_quick_cos = (anim_time as f32 * 7.5).cos();
let wave_slow = (anim_time as f32 * 2.3 + PI).sin();
let wave_dub = (anim_time as f32 * 4.5).sin();
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let ori = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| Vec2::<f32>::from(o).magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.5)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.head.offset = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0 + 3.0,
skeleton_attr.head.1 - 2.0,
);
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next.head.ori = Quaternion::rotation_x(wave_dub * -0.8);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + wave_dub * -5.0,
);
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next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
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next.chest.scale = Vec3::one() * 1.01;
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 2.0, skeleton_attr.belt.1 + 2.0);
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next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.8);
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next.shorts.offset = Vec3::new(
0.0,
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skeleton_attr.shorts.0 + 2.0,
skeleton_attr.shorts.1 + 3.0,
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);
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next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.8);
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next.l_hand.offset = Vec3::new(
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-skeleton_attr.chest.0 + wave * -0.5,
skeleton_attr.hand.1 + wave_quick_cos * -5.5,
skeleton_attr.hand.2 + wave_quick * 0.5,
);
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next.l_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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skeleton_attr.hand.0 + wave * 0.5,
skeleton_attr.hand.1 + wave_quick_cos * 2.5,
skeleton_attr.hand.2 + wave_quick * 3.0,
);
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next.r_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
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next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
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skeleton_attr.foot.2 + wave_dub * -1.2,
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);
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next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
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next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
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skeleton_attr.foot.2 + wave_dub * -1.0,
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);
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next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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.0,
skeleton_attr.shoulder.2,
);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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next.second.offset = Vec3::new(0.0, 0.0, 0.0);
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next.second.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,
);
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next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset =
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Vec3::new(0.0, 0.0, 0.0 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(tilt);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
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next
}
}