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

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Rust
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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct AttackAnimation;
impl Animation for AttackAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: f64,
anim_time: f64,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_quicken = 1.0 - (anim_time as f32 * 16.0).cos();
let wave_quicken_slow = 1.0 - (anim_time as f32 * 12.0).cos();
let wave_quicken_double = 1.0 - (anim_time as f32 * 24.0).cos();
let wave_quick = (anim_time as f32 * 0.5).sin();
let wave_stop_quick = (anim_time as f32 * 16.0).min(PI / 2.0).sin();
next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
0.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0,
);
next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25)
* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1)
* Quaternion::rotation_y(wave_stop_quick * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
);
next.l_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
next.r_hand.ori = Quaternion::rotation_x(0.0);
next.r_hand.scale = Vec3::one() * 0.0;
next.l_foot.offset = Vec3::new(
-3.4,
-0.1 + wave_stop_quick * 2.0,
8.0 + wave_stop_quick * -4.0,
);
next.l_foot.ori = Quaternion::rotation_x(wave_stop_quick * -1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(
3.4,
-0.1 - wave_stop_quick * -2.0,
8.0 + wave_stop_quick * -2.0,
);
next.r_foot.ori = Quaternion::rotation_x(wave_stop_quick * 1.2);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-2.0 + skeleton_attr.weapon_y,
5.0,
);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one() * 0.0;
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0 + skeleton_attr.weapon_x,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0
* skeleton_attr.scaler;
next.left_equip.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.left_equip.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.right_equip.offset = Vec3::new(
-8.0 + wave_quicken_slow * 10.0,
4.0 + wave_quicken_double * 3.0,
9.0,
) / 11.0
* skeleton_attr.scaler;
next.right_equip.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
next.right_equip.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2)
* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2)
* Quaternion::rotation_y(wave_stop_quick * 0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}