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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::Tool;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct BlockAnimation;
impl Animation for BlockAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (Option<Tool>, f64);
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fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, global_time): Self::Dependency,
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anim_time: f64,
_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let _wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let _head_look = Vec2::new(
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((global_time + anim_time) as f32 / 1.5)
.floor()
.mul(7331.0)
.sin()
* 0.3,
((global_time + anim_time) as f32 / 1.5)
.floor()
.mul(1337.0)
.sin()
* 0.15,
);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2,
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-1.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2,
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);
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next.head.ori = Quaternion::rotation_x(-0.25);
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next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2);
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next.chest.ori =
Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2);
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next.belt.ori =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.scale = Vec3::one() * 1.01;
next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2);
next.shorts.ori = Quaternion::rotation_x(0.1);
next.shorts.scale = Vec3::one();
match active_tool_kind {
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//TODO: Inventory
Some(Tool::Sword) => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0 + wave_ultra_slow * 1.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Axe) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
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 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Hammer) => {
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next.l_hand.offset = Vec3::new(-7.0, 3.5, 6.5);
next.l_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, 3.75);
next.r_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
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next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
5.5,
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);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(-0.85);
next.main.scale = Vec3::one();
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}
Some(Tool::Staff) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
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 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Shield) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
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 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Bow) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
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 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Dagger) => {
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next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
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;
next.main.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
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}
Some(Tool::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 3.5, 6.5);
next.l_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, 3.75);
next.r_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
5.5,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(-0.85);
next.main.scale = Vec3::one();
}
_ => {}
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}
//next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
//next.l_foot.ori = Quaternion::rotation_x(-0.3);
//next.l_foot.scale = Vec3::one();
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//next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1);
//next.r_foot.ori = Quaternion::rotation_x(0.3);
//next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
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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, 5.0);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}