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373 lines
18 KiB
Rust
373 lines
18 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{AbilitySpec, Hands, ToolKind};
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use core::f32::consts::PI;
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pub struct WallrunAnimation;
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impl Animation for WallrunAnimation {
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type Dependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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f32,
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Option<Vec3<f32>>,
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bool,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_wallrun\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_wallrun")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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(active_tool_kind, active_tool_spec),
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second_tool_kind,
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hands,
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orientation,
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acc_vel,
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wall,
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was_wielded,
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): 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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*rate = 1.0;
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let lab: f32 = 0.8;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 0.4).sin());
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let foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin();
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let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).sin();
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let shortalt = (acc_vel * lab * 2.2 + PI / 1.0).sin();
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let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1 + 1.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + foothorir * 6.0,
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s_a.foot.2 + shortalt * 2.0 + 2.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.6 + shortalt * 0.8);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + foothoril * 6.0,
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s_a.foot.2 + shortalt * -2.0 + 2.0,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.6 - shortalt * 0.8);
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next.belt.orientation = Quaternion::rotation_x(0.3);
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next.shorts.orientation = Quaternion::rotation_x(0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
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if wall.map_or(false, |e| e.y > 0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = -(orientation.x).min(0.0);
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let left_sub = (orientation.x).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / 1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / -3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / -2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.y < -0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = (orientation.x).max(0.0);
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let left_sub = -(orientation.x).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.chest.orientation = Quaternion::rotation_y(orientation.x);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / -1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / 3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / 2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.x < -0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = -(orientation.y).min(0.0);
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let left_sub = (orientation.y).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.y / 1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.y / -3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.y / -2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.x > 0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = (orientation.y).max(0.0);
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let left_sub = -(orientation.y).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.y / -1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.y / 3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.y / 2.0)
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* Quaternion::rotation_x(-0.1);
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};
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if was_wielded {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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next.hold.scale = Vec3::one() * 0.0;
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match (hands, active_tool_kind, second_tool_kind) {
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((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
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match tool {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
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* Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0);
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},
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Some(ToolKind::Axe) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
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* Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
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* Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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},
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Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
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* Quaternion::rotation_y(s_a.hhl.4)
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* Quaternion::rotation_z(s_a.hhl.5);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2 + 6.0);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
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* Quaternion::rotation_y(s_a.hc.4)
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* Quaternion::rotation_z(s_a.hc.5);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
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* Quaternion::rotation_y(s_a.sthr.4);
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next.control.position =
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Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0);
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5);
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},
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.position =
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Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
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next.control.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(s_a.bc.4)
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* Quaternion::rotation_z(s_a.bc.5);
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},
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Some(ToolKind::Instrument) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Washboard" => {
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next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, -4.5, -5.0);
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next.main.orientation = Quaternion::rotation_x(5.5);
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},
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_ => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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}
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}
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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Some(ToolKind::Farming) => {
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next.head.orientation = Quaternion::rotation_x(-0.2);
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next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(7.5, 7.5, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.control.position = Vec3::new(-11.0, 1.8, 4.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.6)
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* Quaternion::rotation_z(0.0);
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},
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_ => {},
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}
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},
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((_, _), _, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => {
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next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
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next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
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next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (None, Some(Hands::One)) => {
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next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
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},
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(_, _) => {},
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};
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match hands {
|
|
(None, None) | (Some(Hands::One), None) => {
|
|
next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
|
|
},
|
|
(_, _) => {},
|
|
};
|
|
}
|
|
|
|
next
|
|
}
|
|
}
|