veloren/voxygen/src/anim/character/charge.rs
2020-04-27 05:11:34 +00:00

196 lines
8.3 KiB
Rust

use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
use vek::*;
pub struct ChargeAnimation;
impl Animation for ChargeAnimation {
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let foote = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let stress = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 20.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 20.0).cos());
let quick = (((5.0)
/ (3.5 + 1.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let quicka = (((5.0)
/ (3.5
+ 1.5
* ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin());
let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
next.head.offset = Vec3::new(
0.0 + stop * -2.0,
-2.0 + stop * 2.5 + skeleton_attr.head.0,
skeleton_attr.head.1,
);
next.head.ori = Quaternion::rotation_z(stop * -1.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.3);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(stop * -0.5);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(stop * -0.7);
next.shorts.scale = Vec3::one();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(9.2, 8.4, 13.2);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(
-7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)),
6.0 - stop * 3.0,
);
next.control.ori =
Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2);
next.control.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(1.0, -4.0 + stop * -1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-9.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.5)
* Quaternion::rotation_z(stop * -0.9);
next.control.scale = Vec3::one();
},
_ => {},
}
if velocity > 0.5 {
next.l_foot.offset = Vec3::new(-3.4 - foot * 1.5, foote * 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foote * -0.1)
* Quaternion::rotation_z(0.4)
* Quaternion::rotation_y(0.15);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4 + foot * 1.5, foote * -1.5, 8.0);
next.r_foot.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_z(0.4)
* Quaternion::rotation_y(0.0);
next.r_foot.scale = Vec3::one();
next.torso.offset =
Vec3::new(0.0 + foot * 0.03, foote * 0.05, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} else {
next.l_foot.offset = Vec3::new(-3.4, -2.5 + stop * -1.3, 8.0);
next.l_foot.ori = Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02)
* Quaternion::rotation_z(stop * 0.1)
* Quaternion::rotation_y(stop * 0.08);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5 + stop * 1.5, 8.0);
next.r_foot.ori =
Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_x(-0.3);
next.back.scale = Vec3::one() * 1.02;
next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next
}
}