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120 lines
4.3 KiB
Rust
120 lines
4.3 KiB
Rust
use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Tool;
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use std::f32::consts::PI;
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct AttackAnimation;
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impl Animation for AttackAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (Option<Tool>, f64);
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave_quicken = 1.0 - (anim_time as f32 * 16.0).cos();
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let wave_quicken_slow = 1.0 - (anim_time as f32 * 12.0).cos();
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let wave_quicken_double = 1.0 - (anim_time as f32 * 24.0).cos();
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let wave_stop_quick = (anim_time as f32 * 16.0).min(PI / 2.0).sin();
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 21.0,
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);
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next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25)
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* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1)
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* Quaternion::rotation_y(wave_stop_quick * 0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0,
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8.0 + wave_quicken_double * 3.0,
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0.0,
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);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0,
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8.0 + wave_quicken_double * 3.0,
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-2.0,
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);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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//next.l_foot.offset = Vec3::new(
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// -3.4,
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// -0.1 + wave_stop_quick * 2.0,
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// 8.0 + wave_stop_quick * -4.0,
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//);
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//next.l_foot.ori = Quaternion::rotation_x(wave_stop_quick * -1.2);
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//next.l_foot.scale = Vec3::one();
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//next.r_foot.offset = Vec3::new(
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// 3.4,
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// -0.1 - wave_stop_quick * -2.0,
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// 8.0 + wave_stop_quick * -2.0,
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//);
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//next.r_foot.ori = Quaternion::rotation_x(wave_stop_quick * 1.2);
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//next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + wave_quicken_double * 3.0,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2)
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* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2)
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* Quaternion::rotation_y(wave_stop_quick * 0.2);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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