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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use vek::*;
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
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(active_tool_kind, _velocity, _global_time): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
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let fast = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 28.0).sin());
let footquick = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
let slow = (((5.0)
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
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next.head.ori = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(0.0 + slow * 0.2)
* Quaternion::rotation_y(slow * -0.1);
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next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1)
* Quaternion::rotation_y(slow * -0.04);
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next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1)
* Quaternion::rotation_y(slow * -0.05);
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next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.ori = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, footquick * -9.5, 8.0);
next.l_foot.ori = Quaternion::rotation_x(footquick * 0.3)
* Quaternion::rotation_y(footquick * -0.6);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, footquick * 9.5, 8.0);
next.r_foot.ori = Quaternion::rotation_x(footquick * -0.3)
* Quaternion::rotation_y(footquick * 0.2);
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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
}
}