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