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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2020-02-01 20:39:39 +00:00
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use std::{f32::consts::PI, ops::Mul};
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2019-01-14 14:40:22 +00:00
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use vek::*;
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pub struct RunAnimation;
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impl Animation for RunAnimation {
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2019-12-29 23:47:42 +00:00
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type Dependency = (Option<ToolKind>, Vec3<f32>, 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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2019-01-14 14:40:22 +00:00
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2019-05-09 17:58:16 +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, last_ori, global_time): Self::Dependency,
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2019-05-09 17:58:16 +00:00
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anim_time: f64,
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2019-09-09 19:11:40 +00:00
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rate: &mut f32,
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2019-06-28 08:24:13 +00:00
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skeleton_attr: &SkeletonAttr,
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2019-05-09 17:58:16 +00:00
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) -> Self::Skeleton {
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2019-04-16 18:15:49 +00:00
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let mut next = (*skeleton).clone();
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2019-09-09 19:11:40 +00:00
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let speed = Vec2::<f32>::from(velocity).magnitude();
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2020-03-26 22:26:23 +00:00
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*rate = 1.0;
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2019-09-09 19:11:40 +00:00
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2020-02-25 06:47:56 +00:00
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let lab = 1.0;
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let long = (((5.0)
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2020-03-26 22:26:23 +00:00
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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2019-09-09 19:11:40 +00:00
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.sqrt())
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2020-03-26 22:26:23 +00:00
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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2020-03-05 14:02:11 +00:00
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2020-02-25 06:47:56 +00:00
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let short = (((5.0)
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2020-03-26 22:26:23 +00:00
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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2020-03-05 14:02:11 +00:00
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.sqrt())
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2020-03-26 22:26:23 +00:00
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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2020-04-12 01:02:23 +00:00
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let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
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let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
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let shorte = (((5.0)
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/ (4.0 + 1.0 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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2020-03-05 14:02:11 +00:00
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let shortalt = (((5.0)
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/ (1.5
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+ 3.5
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2020-03-26 22:26:23 +00:00
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* ((anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin()).powf(2.0 as f32)))
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2019-09-09 19:11:40 +00:00
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.sqrt())
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2020-03-26 22:26:23 +00:00
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* ((anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin());
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2019-09-09 19:11:40 +00:00
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2020-03-05 14:02:11 +00:00
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let foot = (((5.0)
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2020-03-26 22:26:23 +00:00
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
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2019-09-09 19:11:40 +00:00
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.sqrt())
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2020-03-26 22:26:23 +00:00
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* ((anim_time as f32 * lab as f32 * 16.0).sin());
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2020-03-05 14:02:11 +00:00
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2020-03-26 22:26:23 +00:00
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let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
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2019-09-09 19:11:40 +00:00
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2019-08-27 03:04:54 +00:00
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let head_look = Vec2::new(
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2020-03-05 14:02:11 +00:00
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((global_time + anim_time) as f32 / 18.0)
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2019-08-27 03:04:54 +00:00
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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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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* 0.1,
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);
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2019-08-31 02:37:27 +00:00
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2019-09-09 19:11:40 +00:00
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let ori = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if Vec2::new(ori, last_ori)
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.map(|o| Vec2::<f32>::from(o).magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.5)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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2019-08-31 02:37:27 +00:00
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} else {
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0.0
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2019-09-09 19:11:40 +00:00
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} * 1.3;
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2019-08-31 02:37:27 +00:00
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2019-08-27 03:04:54 +00:00
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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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-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 + 13.0 + short * 0.3,
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2019-08-27 03:04:54 +00:00
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);
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2020-03-23 01:32:34 +00:00
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next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
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2019-08-27 03:04:54 +00:00
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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2020-03-27 05:57:30 +00:00
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next.chest.offset = Vec3::new(0.0, 0.0, 10.5 + short * 1.1);
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2020-03-23 01:32:34 +00:00
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next.chest.ori = Quaternion::rotation_z(short * 0.3);
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2019-08-27 03:04:54 +00:00
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next.chest.scale = Vec3::one();
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2020-03-22 20:06:53 +00:00
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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2020-03-23 01:32:34 +00:00
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next.belt.ori = Quaternion::rotation_z(short * 0.25);
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2019-08-27 03:04:54 +00:00
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next.belt.scale = Vec3::one();
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2020-04-07 02:55:16 +00:00
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next.back.offset = Vec3::new(0.0, -2.8, 7.25);
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2020-04-12 01:02:23 +00:00
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next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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2020-04-07 02:55:16 +00:00
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next.back.scale = Vec3::one() * 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, 0.0, -5.0);
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2020-03-23 01:32:34 +00:00
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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2019-08-27 03:04:54 +00:00
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next.shorts.scale = Vec3::one();
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2019-10-04 18:27:12 +00:00
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_stop * -1.0,
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2020-03-23 01:32:34 +00:00
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-0.25 + short * 3.0,
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2020-03-27 05:57:30 +00:00
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5.0 + short * -1.5,
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2019-10-04 18:27:12 +00:00
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);
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next.l_hand.ori =
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2020-02-25 06:47:56 +00:00
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Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1);
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2019-08-27 03:04:54 +00:00
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next.l_hand.scale = Vec3::one();
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2019-10-04 18:27:12 +00:00
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next.r_hand.offset = Vec3::new(
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6.0 + wave_stop * 1.0,
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2020-03-23 01:32:34 +00:00
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-0.25 + short * -3.0,
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2020-03-27 05:57:30 +00:00
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5.0 + short * 1.5,
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);
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2020-02-25 06:47:56 +00:00
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next.r_hand.ori =
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Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1);
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2019-08-27 03:04:54 +00:00
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next.r_hand.scale = Vec3::one();
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2019-01-14 14:40:22 +00:00
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2020-03-27 05:57:30 +00:00
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next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.5);
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2020-03-05 14:02:11 +00:00
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
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2019-04-24 00:36:33 +00:00
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next.l_foot.scale = Vec3::one();
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2019-04-21 17:35:43 +00:00
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2020-03-27 05:57:30 +00:00
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next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.5);
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2020-03-05 14:02:11 +00:00
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
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2019-04-24 00:36:33 +00:00
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next.r_foot.scale = Vec3::one();
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2019-08-28 04:44:23 +00:00
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2020-03-05 14:02:11 +00:00
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next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7);
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2020-02-25 06:47:56 +00:00
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next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15);
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2019-08-27 03:04:54 +00:00
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next.l_shoulder.scale = Vec3::one() * 1.1;
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2020-03-05 14:02:11 +00:00
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next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
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2019-08-27 03:04:54 +00:00
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next.r_shoulder.scale = Vec3::one() * 1.1;
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2020-03-25 05:22:07 +00:00
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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2019-12-03 06:30:08 +00:00
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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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2020-04-11 00:40:34 +00:00
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-6.5 + skeleton_attr.weapon_y,
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2020-03-05 14:02:11 +00:00
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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 + short * 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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2020-04-12 01:02:23 +00:00
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next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
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next.lantern.ori =
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Quaternion::rotation_x(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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2019-08-27 03:04:54 +00:00
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2020-03-27 05:57:30 +00:00
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next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.0) * skeleton_attr.scaler;
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2019-08-27 03:04:54 +00:00
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next.torso.ori =
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2020-03-05 14:02:11 +00:00
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Quaternion::rotation_x(wave_stop * speed * -0.05 + wave_stop * speed * -0.005)
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2019-09-09 19:11:40 +00:00
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* Quaternion::rotation_y(tilt);
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2019-08-27 03:04:54 +00:00
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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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2019-04-16 18:15:49 +00:00
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next
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2019-01-14 14:40:22 +00:00
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}
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}
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