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

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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
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use std::f32::consts::PI;
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use vek::*;
pub struct RollAnimation;
impl Animation for RollAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
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_global_time: f64,
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anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 5.5).sin();
let wave_quick = (anim_time as f32 * 9.5).sin();
let wave_quick_cos = (anim_time as f32 * 9.5).cos();
let wave_slow = (anim_time as f32 * 2.8 + PI).sin();
let wave_dub = (anim_time as f32 * 5.5).sin();
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0 + wave_dub * -8.0,
);
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next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -5.0);
next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
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next.chest.scale = Vec3::one() * 1.01;
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_dub * -3.0);
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_dub * -2.0);
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
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next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-5.5 + wave * -0.5,
-2.0 + wave_quick_cos * -5.5,
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1.0 + wave_quick * 0.5,
);
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next.l_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
5.5 + wave * 0.5,
-2.0 + wave_quick_cos * 2.5,
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1.0 + wave_quick * 3.0,
);
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next.r_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.2 + wave_slow * 4.0);
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next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.0 + wave_slow * 4.0);
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next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
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)
* Quaternion::rotation_x(0.0);
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next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
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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, -2.2, 0.1 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
}
}