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

154 lines
5.3 KiB
Rust
Raw Normal View History

2020-01-26 00:22:48 +00:00
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
2019-12-29 23:47:42 +00:00
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct SwimAnimation;
impl Animation for SwimAnimation {
2020-03-25 05:22:07 +00:00
type Dependency = (Option<ToolKind>, Vec3<f32>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
2020-03-25 05:22:07 +00:00
(_active_tool_kind, velocity, _orientation, global_time): Self::Dependency,
anim_time: f64,
2020-03-25 05:22:07 +00:00
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
2020-03-25 05:22:07 +00:00
let speed = Vec2::<f32>::from(velocity).magnitude();
2020-03-26 05:35:25 +00:00
*rate = 1.0;
2020-03-25 05:22:07 +00:00
let lab = 1.0;
2020-03-26 05:35:25 +00:00
2020-04-26 01:09:03 +00:00
let short = (anim_time as f32 * lab as f32 * 6.0).sin();
2020-03-26 05:35:25 +00:00
2020-04-26 01:09:03 +00:00
let shortalt = (anim_time as f32 * lab as f32 * 6.0 + PI / 2.0).sin();
2020-03-26 05:35:25 +00:00
2020-04-26 01:09:03 +00:00
let foot = (anim_time as f32 * lab as f32 * 6.0).sin();
2020-03-26 05:35:25 +00:00
2020-04-26 01:09:03 +00:00
let wave_stop = (anim_time as f32 * 9.0).min(PI / 2.0 / 2.0).sin();
let head_look = Vec2::new(
2020-03-25 05:22:07 +00:00
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
2020-03-25 05:22:07 +00:00
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
2020-04-27 05:11:34 +00:00
-3.0 + skeleton_attr.head.0,
skeleton_attr.head.1 - 1.0 + short * 0.3,
);
2020-04-26 01:09:03 +00:00
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4)
* Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
2020-04-27 05:11:34 +00:00
next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + short * 1.3,
);
2020-04-26 01:09:03 +00:00
next.chest.ori = Quaternion::rotation_z(short * 0.4);
2020-05-10 21:46:26 +00:00
next.chest.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
2020-04-26 01:09:03 +00:00
next.belt.ori = Quaternion::rotation_z(short * 0.30);
2020-05-10 21:46:26 +00:00
next.belt.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
2020-04-11 00:40:34 +00:00
next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02;
2020-04-27 05:11:34 +00:00
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
2020-04-26 01:09:03 +00:00
next.shorts.ori = Quaternion::rotation_z(short * 0.5);
2020-05-10 21:46:26 +00:00
next.shorts.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.l_hand.offset = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1 - foot * 1.2,
skeleton_attr.hand.2 + foot * -3.0,
);
2020-04-26 01:09:03 +00:00
next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2);
2020-05-10 21:46:26 +00:00
next.l_hand.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.r_hand.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1 + foot * 1.2,
skeleton_attr.hand.2 + foot * 3.0,
);
2020-04-26 01:09:03 +00:00
next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2);
2020-05-10 21:46:26 +00:00
next.r_hand.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foot * 1.2,
-5.0 + skeleton_attr.foot.2 + foot * 6.5,
);
2020-04-26 01:09:03 +00:00
next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.6);
2020-05-10 21:46:26 +00:00
next.l_foot.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 - foot * 1.2,
-5.0 + skeleton_attr.foot.2 + foot * -6.5,
);
2020-04-26 01:09:03 +00:00
next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.6);
2020-05-10 21:46:26 +00:00
next.r_foot.scale = Vec3::one();
2020-04-27 05:11:34 +00:00
next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
2020-04-27 05:11:34 +00:00
skeleton_attr.shoulder.2,
);
2020-03-25 05:22:07 +00:00
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1;
2020-04-27 05:11:34 +00:00
next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
2020-04-27 05:11:34 +00:00
skeleton_attr.shoulder.2,
);
2020-03-25 05:22:07 +00:00
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
next.r_shoulder.scale = Vec3::one() * 1.1;
2020-04-27 05:11:34 +00:00
next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
2020-04-27 05:11:34 +00:00
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
2020-03-25 05:22:07 +00:00
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
2020-03-05 14:02:11 +00:00
next.main.scale = Vec3::one();
next.second.scale = Vec3::one() * 0.0;
2020-04-27 05:11:34 +00:00
next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
2020-04-12 01:02:23 +00:00
next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.65;
2020-03-25 05:22:07 +00:00
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
2020-05-09 22:02:27 +00:00
next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
2020-03-05 14:02:11 +00:00
next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
2020-03-25 05:22:07 +00:00
next
}
}