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

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Rust
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// Standard
use std::{f32::consts::PI, ops::Mul};
// Library
use vek::*;
// Local
use super::{super::Animation, CharacterSkeleton, SCALE};
//
pub struct GlidingAnimation;
impl Animation for GlidingAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: f64,
anim_time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let waveslow = (anim_time as f32 * 7.0).sin();
let wavecos_slow = (anim_time as f32 * 7.0).cos();
let arcwave = (1.0f32.ln_1p() - 1.5).abs();
let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos();
let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
let waveveryslow = (anim_time as f32 * 3.0).sin();
let waveveryslowalt = (anim_time as f32 * 2.5).sin();
let waveveryslowcos = (anim_time as f32 * 3.0).cos();
let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.head.offset = Vec3::new(5.5, 2.0, 12.0);
next.head.ori = Quaternion::rotation_x(0.35 - waveveryslow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + waveveryslowcos * 0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(waveveryslowcos * 0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
next.belt.ori = Quaternion::rotation_z(waveveryslowcos * 0.20);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
next.shorts.ori = Quaternion::rotation_z(waveveryslowcos * 0.25);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-8.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
next.l_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(11.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
next.r_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0);
next.l_foot.ori =
Quaternion::rotation_x(wave_stop * -0.7 - wavecos_slow * -0.21 + waveveryslow * 0.19);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0);
next.r_foot.ori =
Quaternion::rotation_x(wave_stop * -0.8 + waveslow * -0.25 + waveveryslowalt * 0.13);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.8 + waveveryslow * 0.10);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
next.draw.ori = Quaternion::rotation_y(waveveryslowcos * 0.05);
next.draw.scale = Vec3::one();
next
}
}