veloren/voxygen/src/anim/character/climb.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;
use vek::*;
pub struct ClimbAnimation;
impl Animation for ClimbAnimation {
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type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, velocity, _orientation, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = velocity.magnitude();
*rate = speed;
let constant = 1.0;
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let smooth = (anim_time as f32 * constant as f32 * 1.5).sin();
let smootha = (anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin();
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let quick = (((5.0)
/ (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
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let quicka = (((5.0)
/ (0.6
+ 4.0
* ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin())
.powf(2.0 as f32)))
.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin());
next.head.offset = Vec3::new(
0.0,
-4.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.50 + smootha * 0.2,
);
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next.head.ori = Quaternion::rotation_z(smooth * 0.1)
* Quaternion::rotation_x(0.6)
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* Quaternion::rotation_y(quick * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + smootha * 1.1);
next.chest.ori = Quaternion::rotation_z(quick * 0.25)
* Quaternion::rotation_x(-0.15)
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* Quaternion::rotation_y(quick * -0.12);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
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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(-0.2);
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next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 1.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(quick * 0.0)
* Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(quick * 0.10);
next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-6.0, -0.25 + quicka * 1.5, 6.0 - quick * 4.0);
next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5);
next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(6.0, -0.25 - quicka * 1.5, 6.0 + quick * 4.0);
next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5);
next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + quick * 2.5);
next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5);
next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - quick * 2.5);
next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5);
next.r_foot.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(smootha * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
18.0,
);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25);
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next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
next.lantern.ori =
Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
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();
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();
next
}
}