2019-05-16 04:40:35 +00:00
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// Standard
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use std::{f32::consts::PI, ops::Mul};
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// Library
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use vek::*;
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// Local
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use super::{super::Animation, CharacterSkeleton, SCALE};
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//
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pub struct GlidingAnimation;
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impl Animation for GlidingAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let waveslow = (anim_time as f32 * 7.0).sin();
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let wavecos_slow = (anim_time as f32 * 7.0).cos();
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let arcwave = (1.0f32.ln_1p() - 1.5).abs();
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let wavetest = (wave.cbrt());
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let fuzzwave = (anim_time as f32 * 12.0).sin();
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let wavecos = (anim_time as f32 * 14.0).cos();
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let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
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let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let waveveryslow = (anim_time as f32 * 3.0).sin();
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let waveveryslowalt = (anim_time as f32 * 2.5).sin();
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let waveveryslowcos = (anim_time as f32 * 3.0).cos();
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let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(5.5, 2.0, 12.0);
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2019-05-16 19:23:45 +00:00
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next.head.ori = Quaternion::rotation_x(0.35 - waveveryslow * 0.10 + head_look.y)
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* Quaternion::rotation_z(head_look.x + waveveryslowcos * 0.15);
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2019-05-16 04:40:35 +00:00
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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next.chest.ori = Quaternion::rotation_z(waveveryslowcos * 0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
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next.belt.ori = Quaternion::rotation_z(waveveryslowcos * 0.20);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
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next.shorts.ori = Quaternion::rotation_z(waveveryslowcos * 0.25);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
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next.l_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(11.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
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next.r_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0);
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2019-05-16 19:23:45 +00:00
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next.l_foot.ori =
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Quaternion::rotation_x(wave_stop * -0.7 - wavecos_slow * -0.21 + waveveryslow * 0.19);
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2019-05-16 04:40:35 +00:00
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0);
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2019-05-16 19:23:45 +00:00
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next.r_foot.ori =
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Quaternion::rotation_x(wave_stop * -0.8 + waveslow * -0.25 + waveveryslowalt * 0.13);
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2019-05-16 04:40:35 +00:00
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.8 + waveveryslow * 0.10);
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next.torso.scale = Vec3::one() / 11.0;
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next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
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next.draw.ori = Quaternion::rotation_y(waveveryslowcos * 0.05);
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next.draw.scale = Vec3::one();
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next
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}
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}
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