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95 lines
4.0 KiB
Rust
95 lines
4.0 KiB
Rust
use super::{
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super::{vek::*, Animation},
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QuadrupedMediumSkeleton, SkeletonAttr,
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};
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pub struct JumpAnimation;
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impl Animation for JumpAnimation {
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type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>);
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type Skeleton = QuadrupedMediumSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_medium_jump\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_jump")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_global_time, velocity, avg_vel): Self::Dependency<'_>,
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_anim_time: f32,
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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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next.neck.scale = Vec3::one() * 1.02;
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next.jaw.scale = Vec3::one() * 1.02;
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next.leg_fl.scale = Vec3::one() * 1.02;
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next.leg_fr.scale = Vec3::one() * 1.02;
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next.leg_bl.scale = Vec3::one() * 1.02;
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next.leg_br.scale = Vec3::one() * 1.02;
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next.foot_fl.scale = Vec3::one() * 0.96;
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next.foot_fr.scale = Vec3::one() * 0.96;
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next.foot_bl.scale = Vec3::one() * 0.96;
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next.foot_br.scale = Vec3::one() * 0.96;
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next.ears.scale = Vec3::one() * 1.02;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let velocityalt = speed.max(3.0);
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let normalize = velocityalt / 22.0;
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let x_tilt = (avg_vel.z.atan2(avg_vel.xy().magnitude()) * normalize).max(-0.28);
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let x_tilt = if velocityalt < 3.5 {
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x_tilt.abs()
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} else {
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x_tilt
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};
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5);
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
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next.neck.orientation = Quaternion::rotation_x(x_tilt * -1.0);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(-0.6 * normalize + x_tilt * 2.0);
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next.torso_front.position = Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1);
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next.torso_front.orientation = Quaternion::rotation_x(x_tilt * 3.5);
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next.torso_back.position = Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1);
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next.torso_back.orientation = Quaternion::rotation_x(x_tilt * -1.2);
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next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
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next.ears.orientation = Quaternion::rotation_x(x_tilt * 1.5);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_bl.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_bl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_br.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
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next
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}
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}
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