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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 25.0).sin());
let slow = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 12.4).sin());
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
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0.0,
-2.0 + skeleton_attr.head.0,
-2.0 + skeleton_attr.head.1,
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);
next.head.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
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next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
next.shorts.offset = Vec3::new(0.0, 3.0, -3.0);
next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
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next.l_hand.offset = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.ori = Quaternion::rotation_x(-0.3);
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next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
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next.control.ori =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
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next.control.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, skeleton_attr.foot.2);
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next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
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next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, skeleton_attr.foot.2);
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next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
},
_ => {},
}
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
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next.lantern.ori =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next
}
}