veloren/voxygen/src/anim/character/run.rs
2020-04-23 18:19:41 +01:00

197 lines
7.5 KiB
Rust

use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let walkintensity = if speed > 5.0 { 1.0 } else { 0.7 };
let walk = if speed > 5.0 { 1.0 } else { 0.5 };
let lower = if speed > 5.0 { 0.0 } else { 2.0 };
let snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab = 1.0;
let long = (((5.0)
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0 * walk).sin());
let short = (((5.0)
/ (1.5
+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
let shorte = (((5.0)
/ (4.0
+ 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let shortalt = (((5.0)
/ (1.5
+ 3.5
* ((anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin());
let foot = (((5.0)
/ (snapfoot
+ (5.0 - snapfoot)
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let ori = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| Vec2::<f32>::from(o).magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.5)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0 + short * 0.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 10.5 + short * 1.1 - lower);
next.chest.ori = Quaternion::rotation_z(short * 0.3 * walkintensity);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(short * 0.25);
next.belt.scale = Vec3::one();
next.back.offset = Vec3::new(0.0, -2.8, 7.25);
next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0 * walkintensity,
-0.25 + short * 3.0 * walkintensity,
5.0 + short * -1.5 * walkintensity,
);
next.l_hand.ori = Quaternion::rotation_x(0.8 + short * 1.2 * walk)
* Quaternion::rotation_y(wave_stop * 0.1);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.0 * walkintensity,
-0.25 + short * -3.0 * walkintensity,
5.0 + short * 1.5 * walkintensity,
);
next.r_hand.ori = Quaternion::rotation_x(0.8 + short * -1.2 * walk)
* Quaternion::rotation_y(wave_stop * -0.1);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.5);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2 * walkintensity);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.5);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2 * walkintensity);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-6.5 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
next.lantern.ori =
Quaternion::rotation_x(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.0) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * speed * -0.05 + wave_stop * speed * -0.005)
* Quaternion::rotation_y(tilt);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}