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

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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::f32::consts::PI;
use vek::*;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
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_global_time: f64,
anim_time: f64,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let wave_slow = (anim_time as f32 * 7.0).sin();
let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
0.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0,
);
next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
next.belt.ori = Quaternion::rotation_z(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-8.0,
0.0 + wave_stop * 3.8,
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0.0 + wave_stop * 3.2 - wave * 0.4,
);
next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
8.0,
0.0 + wave_stop * -3.8,
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0.0 + wave_stop * 3.2 - wave * 0.4,
);
next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_stop_alt * 0.3);
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(-wave_stop_alt * 0.3);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}