veloren/voxygen/src/anim/character/run.rs
2019-12-29 15:47:42 -08:00

153 lines
5.5 KiB
Rust

use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
use std::ops::Mul;
use vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
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 = speed;
let constant = 1.0;
let wave = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.2).sin());
let wave_cos = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
let wave_cos_dub = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 4.8).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
let wave_diff = (anim_time as f32 * 0.6).sin();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 4.0)
.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 + 20.0 + wave_cos * 1.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
* 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, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0,
-0.25 + wave_cos * 2.0,
5.0 - wave * 1.5,
);
next.l_hand.ori =
Quaternion::rotation_x(0.8 + wave_cos * 1.2) * 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,
-0.25 - wave_cos * 2.0,
5.0 + wave * 1.5,
);
next.r_hand.ori = Quaternion::rotation_x(0.8 + wave_cos * -1.2)
* Quaternion::rotation_y(wave_stop * -0.1);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.2);
next.r_foot.scale = Vec3::one();
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 + wave_cos * 0.25);
next.main.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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(wave * 0.15);
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.lantern.offset = Vec3::new(0.0, 5.0, 0.0);
next.lantern.ori = Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, 0.3 + wave * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * speed * -0.06 + wave_diff * speed * -0.005)
* Quaternion::rotation_y(tilt);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}