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120 lines
4.0 KiB
Rust
120 lines
4.0 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::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct RollAnimation;
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type RollAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Option<StageSection>,
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);
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impl Animation for RollAnimation {
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type Dependency<'a> = RollAnimationDependency;
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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_roll\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")]
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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, orientation, last_ori, _global_time, stage_section): 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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if ::vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.0001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.05)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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};
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let (movement1base, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(2.0), 0.0, 0.0),
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Some(StageSection::Movement) => (1.0, anim_time.powf(0.75), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.75)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let movement1 = movement1base * pullback;
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0 + 1.5 * movement1,
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s_a.head.1 - 1.0 * movement1,
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);
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next.head.orientation = Quaternion::rotation_x(-0.3 * movement1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
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next.belt.position = Vec3::new(
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0.0,
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s_a.belt.0 + 1.0 * movement1,
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s_a.belt.1 + 1.0 * movement1,
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);
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next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
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next.shorts.position = Vec3::new(
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0.0,
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s_a.shorts.0 + 4.5 * movement1,
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s_a.shorts.1 + 2.5 * movement1,
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);
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next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
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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 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
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next.hand_r.position = Vec3::new(
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-1.0 * movement1 + s_a.hand.0,
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s_a.hand.1 + 1.0 * movement1,
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s_a.hand.2 + 2.0 * movement1,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
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next.foot_l.position = Vec3::new(
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1.0 * movement1 - s_a.foot.0,
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s_a.foot.1 + 5.5 * movement1,
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s_a.foot.2 - 5.0 * movement1,
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
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next.foot_r.position = Vec3::new(
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1.0 * movement1 + s_a.foot.0,
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s_a.foot.1 + 5.5 * movement1,
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s_a.foot.2 - 5.0 * movement1,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
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next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1);
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next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI)
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* Quaternion::rotation_z(tilt * -10.0);
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next
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}
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}
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