veloren/voxygen/anim/src/biped_small/alpha.rs

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use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
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use common::states::utils::StageSection;
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use std::f32::consts::PI;
pub struct AlphaAnimation;
type AlphaAnimationDependency = (
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
f32,
Option<StageSection>,
f64,
);
impl Animation for AlphaAnimation {
type Dependency = AlphaAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(velocity, _orientation, _last_ori, _global_time, _avg_vel, _acc_vel, stage_section, _timer): Self::Dependency,
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anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
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//let fastacc = (acc_vel * 2.0).sin();
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let fast = (anim_time as f32 * 10.0).sin();
let fastalt = (anim_time as f32 * 10.0 + PI / 2.0).sin();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).sqrt(), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.1 + movement2abs * 0.5)
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.6)
* Quaternion::rotation_y(movement1abs * 0.3 + movement2abs * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.6);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0 + movement1abs * -3.0 + movement2abs * 5.0,
s_a.grip.2 + movement1abs * -12.0 + movement2abs * 17.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + movement2abs * 10.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + movement1abs * -1.0 + movement2abs * 3.0)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + movement1abs * -1.0 + movement2abs * 3.0,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation =
Quaternion::rotation_x(-1.35 + movement1abs * -0.3 + movement2abs * 1.0)
* Quaternion::rotation_z(movement1abs * 1.0 + movement2abs * -1.8)
* Quaternion::rotation_y(movement2abs * 0.5);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
next
}
}