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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
pub struct WieldAnimation;
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impl Animation for WieldAnimation {
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type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
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fn update_skeleton(
skeleton: &Self::Skeleton,
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(active_tool_kind, velocity, global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
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*rate = 1.0;
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let lab = 1.0;
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let mut next = (*skeleton).clone();
let slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let short = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0).sin());
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let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
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let wave = (anim_time as f32 * 16.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
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next.main.ori = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_z(3.14 - 0.3)
* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
next.main.ori = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.8);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(ultra_slow_cos * 0.1 + 0.2)
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* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(ultra_slow * 0.1 + 0.0);
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next.control.scale = Vec3::one();
},
Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 4.6, 7.5);
next.l_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.32);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
next.r_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.22);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
next.main.ori = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
},
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(12.0, 8.4, 13.2);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-14.0, 1.8, 3.0);
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
* Quaternion::rotation_y(-0.2)
* Quaternion::rotation_z(ultra_slow_cos * 0.1);
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(-6.0, 4.5, 0.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
* Quaternion::rotation_z(ultra_slow_cos * 0.1);
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next.control.scale = Vec3::one();
},
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Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(5.0, 8.75, -2.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25);
next.main.scale = Vec3::one();
},
_ => {},
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}
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if velocity > 0.5 {
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.back.offset = Vec3::new(0.0, -2.8, 7.25);
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next.back.ori = Quaternion::rotation_x(
(-0.25 + short * 0.3 + noisea * 0.4 + noiseb * 0.4).min(-0.1),
);
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next.back.scale = Vec3::one() * 1.02;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
} else {
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 10.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
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0.0,
-2.0 + skeleton_attr.head.0,
skeleton_attr.head.1 + ultra_slow * 0.1,
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);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
0.0 + slow_cos * 0.5,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + ultra_slow * 0.5,
);
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next.chest.ori =
Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori =
Quaternion::rotation_y(ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
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next.belt.scale = Vec3::one() * 1.02;
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.ori = Quaternion::rotation_x(-0.2);
next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -2.5, 9.0);
next.l_foot.ori = Quaternion::rotation_x(ultra_slow_cos * 0.035 - 0.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 3.5, 9.0);
next.r_foot.ori = Quaternion::rotation_x(ultra_slow * 0.035);
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next.r_foot.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
}
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next
}
}