2020-01-26 00:22:48 +00:00
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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2019-12-29 23:47:42 +00:00
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use common::comp::item::ToolKind;
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2019-09-09 19:11:40 +00:00
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use vek::*;
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pub struct ClimbAnimation;
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impl Animation for ClimbAnimation {
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2019-12-29 23:47:42 +00:00
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type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, f64);
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2020-02-01 20:39:39 +00:00
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type Skeleton = CharacterSkeleton;
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2019-09-09 19:11:40 +00:00
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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2019-11-10 23:36:47 +00:00
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(_active_tool_kind, velocity, _orientation, _global_time): Self::Dependency,
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2019-09-09 19:11:40 +00:00
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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 speed = velocity.magnitude();
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*rate = speed;
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let constant = 1.0;
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let wave = (anim_time as f32 * constant as f32 * 1.5).sin();
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let wave_cos = (anim_time as f32 * constant as f32 * 1.5).cos();
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let wave_test = (((5.0)
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/ (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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let wave_testc = (((5.0)
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/ (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).cos());
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next.head.offset = Vec3::new(
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0.0,
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2019-10-02 10:05:17 +00:00
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-1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 18.5 + wave_cos * 1.3,
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2019-09-09 19:11:40 +00:00
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);
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next.head.ori = Quaternion::rotation_z(wave * 0.1)
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* Quaternion::rotation_x(0.6)
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* Quaternion::rotation_y(wave_test * 0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave_test * 0.25)
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* Quaternion::rotation_x(-0.15)
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* Quaternion::rotation_y(wave_test * -0.12);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 1.0, 3.5 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 1.0, 1.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25)
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* Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(wave_test * 0.10);
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next.shorts.scale = Vec3::one();
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2020-03-05 14:02:11 +00:00
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next.l_hand.offset = Vec3::new(-6.0, -0.25 + wave_testc * 1.5, 6.0 - wave_test * 4.0);
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2019-10-02 10:05:17 +00:00
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next.l_hand.ori = Quaternion::rotation_x(2.2 + wave_testc * 0.5);
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2019-09-09 19:11:40 +00:00
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next.l_hand.scale = Vec3::one();
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2020-03-05 14:02:11 +00:00
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next.r_hand.offset = Vec3::new(6.0, -0.25 - wave_testc * 1.5, 6.0 + wave_test * 4.0);
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2019-10-02 10:05:17 +00:00
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next.r_hand.ori = Quaternion::rotation_x(2.2 - wave_testc * 0.5);
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2019-09-09 19:11:40 +00:00
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + wave_test * 2.5);
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2019-10-02 10:05:17 +00:00
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next.l_foot.ori = Quaternion::rotation_x(0.2 - wave_testc * 0.5);
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2019-09-09 19:11:40 +00:00
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - wave_test * 2.5);
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2019-10-02 10:05:17 +00:00
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next.r_foot.ori = Quaternion::rotation_x(0.2 + wave_testc * 0.5);
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2019-09-09 19:11:40 +00:00
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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2019-12-03 06:30:08 +00:00
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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2020-03-05 14:02:11 +00:00
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next.main.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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18.0,
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);
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next.main.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.main.scale = Vec3::one();
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next.second.offset = Vec3::new(
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0.0 + skeleton_attr.weapon_x,
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0.0 + skeleton_attr.weapon_y,
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0.0,
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);
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next.second.ori = Quaternion::rotation_y(0.0);
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next.second.scale = Vec3::one() * 0.0;
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2019-12-03 06:30:08 +00:00
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next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
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next.lantern.ori = Quaternion::rotation_x(0.0);
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next.lantern.scale = Vec3::one() * 0.0;
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2019-09-09 19:11:40 +00:00
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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2020-03-05 14:02:11 +00:00
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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(0.0);
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next.control.scale = Vec3::one();
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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2019-09-09 19:11:40 +00:00
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next
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}
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}
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