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https://gitlab.com/veloren/veloren.git
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9c72333741
This reverts merge request !2608
143 lines
5.9 KiB
Rust
143 lines
5.9 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BipedSmallSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct AlphaAnimation;
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type AlphaAnimationDependency = (
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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);
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impl Animation for AlphaAnimation {
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type Dependency<'a> = AlphaAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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velocity,
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_orientation,
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_last_ori,
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global_time,
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_avg_vel,
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_acc_vel,
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stage_section,
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timer,
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): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let fast = (anim_time * 10.0).sin();
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let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
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let speednorm = speed / 9.4;
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let speednormcancel = 1.0 - speednorm;
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let anim_time = anim_time.min(1.0);
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let move1 = move1base * pullback * mirror;
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let move2 = move2base * pullback * mirror;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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match active_tool_kind {
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Some(ToolKind::Spear) => {
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3)
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* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6)
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* Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
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next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
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* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.pants.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * -0.3)
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* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.2);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
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next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
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next.control.position = Vec3::new(
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-3.0 + move1abs * -3.0 + move2abs * 5.0,
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s_a.grip.2 + move1abs * -12.0 + move2abs * 17.0,
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-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move2abs * 5.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 1.5 + move1abs * -1.5 + move2abs * 2.5)
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* Quaternion::rotation_y(-0.3);
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next.control_r.orientation = Quaternion::rotation_x(
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PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -1.5 + move2abs * 2.5,
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) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
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next.control.orientation =
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Quaternion::rotation_x(-1.35 + move1abs * -0.3 + move2abs * 0.5)
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* Quaternion::rotation_z(move1abs * 1.0 + move2abs * -1.0)
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* Quaternion::rotation_y(move2abs * 0.0);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
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* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
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},
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Some(ToolKind::Natural) => {
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
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s_a.hand.2 + move1abs * 1.5,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
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s_a.hand.2 + move1abs * 1.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.7 + move1 * 1.3 + move2 * -2.4)
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* Quaternion::rotation_y(-0.3 + move1abs * -0.35 + move2abs * 0.6);
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next.hand_r.orientation = Quaternion::rotation_x(1.7 - move1 * 1.3 + move2 * 2.4)
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* Quaternion::rotation_y(0.3 + move1abs * -0.35 + move2abs * 0.6);
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next.head.orientation = Quaternion::rotation_x(move1abs * 0.1 + move2abs * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.4);
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},
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_ => {},
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}
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next
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}
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}
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