veloren/voxygen/src/anim/character/roll.rs

142 lines
5.2 KiB
Rust

use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
use vek::*;
pub struct RollAnimation;
impl Animation for RollAnimation {
type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, orientation, last_ori, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 5.5).sin();
let wave_quick = (anim_time as f32 * 9.5).sin();
let wave_quick_cos = (anim_time as f32 * 9.5).cos();
let wave_slow = (anim_time as f32 * 2.8 + PI).sin();
let wave_dub = (anim_time as f32 * 5.5).sin();
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 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0 + wave_dub * -8.0,
);
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -5.0);
next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
next.chest.scale = Vec3::one() * 1.01;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_dub * -3.0);
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_dub * -2.0);
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-5.5 + wave * -0.5,
-2.0 + wave_quick_cos * -5.5,
1.0 + wave_quick * 0.5,
);
next.l_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
5.5 + wave * 0.5,
-2.0 + wave_quick_cos * 2.5,
1.0 + wave_quick * 3.0,
);
next.r_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 10.0 - 0.0 + wave_dub * -1.2 + wave_slow * 4.0);
next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 10.0 - 0.0 + wave_dub * -1.0 + wave_slow * 4.0);
next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5)
* Quaternion::rotation_z(1.57)
* Quaternion::rotation_x(0.0);
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(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset =
Vec3::new(0.0, 0.0, 0.1 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(wave_slow * 6.5) * 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
}
}