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104 lines
3.4 KiB
Rust
104 lines
3.4 KiB
Rust
use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use std::f32::consts::PI;
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pub struct ShockwaveAnimation;
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impl Animation for ShockwaveAnimation {
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type Dependency = (f32, f64);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shockwave")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, _global_time): Self::Dependency,
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anim_time: f64,
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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 lab = 1.0;
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let breathe = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
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let twist = anim_time as f32 * lab as f32 * 2.5;
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let slower = (((1.0)
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/ (0.00001
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+ 0.9999 * ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin()).powi(2)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin())
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+ 1.0;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z((-twist * 2.0).max(-PI)) * Quaternion::rotation_x(0.0);
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next.upper_torso.position = Vec3::new(
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0.0,
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s_a.upper_torso.0,
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s_a.upper_torso.1 + slower * -3.0 + breathe * 1.0,
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) / 8.0;
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next.upper_torso.orientation =
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Quaternion::rotation_z((twist * 2.0).min(PI)) * Quaternion::rotation_x(0.0);
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next.lower_torso.position =
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Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + slower * 1.0);
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next.lower_torso.orientation =
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Quaternion::rotation_z((-twist * 2.0).max(-PI)) * Quaternion::rotation_x(0.0);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0 - 2.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - slower * 1.0,
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);
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next.shoulder_l.orientation = Quaternion::rotation_y(0.6 + slower * -0.3);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0 + 2.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - slower * 1.0,
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);
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next.shoulder_r.orientation = Quaternion::rotation_y(-0.6 + slower * 0.3);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 - 1.0,
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s_a.hand.1,
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s_a.hand.2 - slower * 0.5 + breathe * -1.0,
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);
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next.hand_l.orientation = Quaternion::rotation_y(-0.6 + slower * 0.3);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0,
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s_a.hand.1,
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s_a.hand.2 - slower * 0.5 + breathe * -1.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.6 + slower * -0.3);
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if velocity < 0.5 {
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next.leg_l.position =
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Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slower * -0.5) * 1.02;
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slower * -0.5) * 1.02;
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1,
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s_a.foot.2 + slower * 2.5 + breathe * -1.0,
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);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1,
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s_a.foot.2 + slower * 2.5 + breathe * -1.0,
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);
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} else {
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}
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next
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}
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}
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