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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use vek::*;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 15.0).sin());
let quick = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 2.0).cos());
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let sloweralt = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).cos());
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward - quick * 1.5,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(quick * 0.15)
* Quaternion::rotation_x(quick * 0.09)
* Quaternion::rotation_y(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0);
next.chest.ori = Quaternion::rotation_z(quick * 0.35)
* Quaternion::rotation_x(quick * 0.09)
* Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0 + quick * 1.0, -2.0);
next.belt.ori = next.chest.ori;
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, quick * 1.0, -5.0);
next.shorts.ori = next.chest.ori;
next.shorts.scale = Vec3::one();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - quick * 5.0);
next.control.ori = Quaternion::rotation_x(quick * 1.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(quick * 1.5);
next.control.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(
1.0 - sloweralt * 2.0,
-4.0 - sloweralt * 7.0,
-1.0 + sloweralt * 6.0,
);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6 + sloweralt * 0.8)
* Quaternion::rotation_z(-0.3 + sloweralt * 0.9);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-9.0, 6.0, 8.0);
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next.control.ori = Quaternion::rotation_x((sloweralt * 0.4).max(0.4))
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
},
_ => {},
}
if velocity > 0.5 {
next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} else {
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (quick * 2.5).max(0.0));
next.l_foot.ori = Quaternion::rotation_x(quick * -0.2 - 0.2)
* Quaternion::rotation_z((quick * 1.0).max(0.0));
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5 - quick * 2.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(quick * 0.1)
* Quaternion::rotation_z((quick * 0.5).max(0.0));
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
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();
next
}
}