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

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Rust
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::Tool;
use std::f32::consts::PI;
use std::ops::Mul;
use vek::*;
pub struct SwimAnimation;
impl Animation for SwimAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (Option<Tool>, f32, f32, f64);
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 wave = (anim_time as f32 * velocity * 1.2).sin();
let wave_cos = (anim_time as f32 * velocity * 1.2).cos();
let wave_diff = (anim_time as f32 * velocity * 0.6).sin();
let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let vel = Vec2::from(velocity);
let ori = (Vec2::from(orientation)).normalized();
let _tilt = if Vec2::new(ori, vel)
.map(|v| Vec2::<f32>::from(v).magnitude_squared())
.reduce_partial_min()
> 0.001
{
vel.normalized().dot(ori.normalized()).min(1.0).acos()
} else {
0.0
};
next.head.offset = Vec3::new(
0.0,
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-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 21.0 + wave_cos * 1.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
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-6.0 + wave_cos_dub * 1.0,
-0.25 + wave_cos * 5.0,
5.0 - wave * 1.5,
);
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
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6.0 - wave_cos_dub * 1.0,
-0.25 - wave_cos * 5.0,
5.0 + wave * 1.5,
);
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
next.r_foot.scale = Vec3::one();
next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
next.main.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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 * 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;
next.lantern.offset = Vec3::new(0.0, 5.0, 0.0);
next.lantern.ori = Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}