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152 lines
5.6 KiB
Rust
152 lines
5.6 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use core::f32::consts::PI;
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use std::ops::Mul;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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f32,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, hands, global_time): 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 slow = (anim_time * 1.0).sin();
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let head_look = Vec2::new(
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(global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1,
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(global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05,
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);
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.scale = Vec3::one() * 1.01;
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.back.scale = Vec3::one() * 1.02;
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next.hold.scale = Vec3::one() * 0.0;
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next.lantern.scale = Vec3::one() * 0.65;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
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next.head.orientation =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
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next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.6);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
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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 + slow * 0.15,
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s_a.hand.2 + slow * 0.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06);
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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 + slow * 0.15,
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s_a.hand.2 + slow * 0.5,
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);
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next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation =
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Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(-4.0, -5.0, 10.0);
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next.main.orientation =
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Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.second.position = Vec3::new(4.0, -6.0, 10.0);
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next.second.orientation =
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Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.scale = match hands {
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(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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