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 std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct SitAnimation;
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impl Animation for SitAnimation {
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2019-12-29 23:47:42 +00:00
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type Dependency = (Option<ToolKind>, 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, 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 wave_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin();
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let wave_slow_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
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let wave_ultra_slow = (anim_time as f32 * 0.3 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 0.3 + PI).cos();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.25,
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.125,
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);
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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2020-03-27 03:51:55 +00:00
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-3.0 + skeleton_attr.neck_forward,
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2020-03-22 20:06:53 +00:00
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skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8,
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2019-09-09 19:11:40 +00:00
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x + wave_ultra_slow * 0.2 - wave_slow * 0.1)
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* Quaternion::rotation_x(
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(wave_ultra_slow_cos * -0.2 + wave_slow * 0.1 + head_look.y).abs(),
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);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
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0.0,
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wave_stop * -0.4,
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7.0 + wave_slow * 0.1 + wave_stop * -0.8,
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);
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next.chest.ori = Quaternion::rotation_x(wave_stop * 0.15);
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next.chest.scale = Vec3::one() + wave_slow_abs * 0.05;
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2020-03-22 20:06:53 +00:00
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next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, -2.0);
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2019-09-09 19:11:40 +00:00
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next.belt.ori = Quaternion::rotation_x(wave_stop * 0.3);
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next.belt.scale = (Vec3::one() + wave_slow_abs * 0.05) * 1.02;
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2020-03-22 20:06:53 +00:00
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next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, -5.0 + wave_stop * 0.6);
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2019-09-09 19:11:40 +00:00
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next.shorts.ori = Quaternion::rotation_x(wave_stop * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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2019-10-02 10:05:17 +00:00
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-6.0,
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-0.25 + wave_ultra_slow_cos * 0.15,
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7.0 + wave_ultra_slow * 0.7 + wave_stop * -2.0,
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2019-09-09 19:11:40 +00:00
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);
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next.l_hand.ori =
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Quaternion::rotation_x(0.0 + wave_slow_cos * -0.1 + wave_ultra_slow * 0.1);
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next.l_hand.scale = Vec3::one() + wave_slow_abs * -0.05;
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next.r_hand.offset = Vec3::new(
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2019-10-02 10:05:17 +00:00
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6.0,
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-0.25 + wave_ultra_slow_cos * 0.15,
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7.0 + wave_ultra_slow * 0.7 + wave_stop * -2.0,
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2019-09-09 19:11:40 +00:00
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);
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next.r_hand.ori =
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Quaternion::rotation_x(0.0 + wave_slow * -0.1 + wave_ultra_slow_cos * 0.1);
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next.r_hand.scale = Vec3::one() + wave_slow_abs * -0.05;
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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next.l_foot.ori =
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Quaternion::rotation_x(wave_slow * 0.1 + wave_stop * 1.2 + wave_ultra_slow * 0.1);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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next.r_foot.ori = Quaternion::rotation_x(
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wave_slow_cos * 0.1 + wave_stop * 1.2 + wave_ultra_slow_cos * 0.1,
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);
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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(0.0);
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next.l_shoulder.scale = (Vec3::one() + wave_slow_abs * -0.05) * 1.15;
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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(0.0);
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next.r_shoulder.scale = (Vec3::one() + wave_slow_abs * -0.05) * 1.15;
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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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15.0,
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);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() + wave_slow_abs * -0.05;
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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_stop * -0.16) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(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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