mirror of
https://gitlab.com/veloren/veloren.git
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202 lines
9.0 KiB
Rust
202 lines
9.0 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::ToolKind;
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use core::{f32::consts::PI, ops::Mul};
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pub struct SneakEquipAnimation;
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impl Animation for SneakEquipAnimation {
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type Dependency<'a> = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
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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_sneakequip\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneakequip")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, velocity, orientation, last_ori, global_time): 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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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let slow = (anim_time * 3.0).sin();
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let breathe = ((anim_time * 0.5).sin()).abs();
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
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let lower = if speed > 5.0 { 0.0 } else { 1.0 };
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let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
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let lab: f32 = 1.0;
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let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
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let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
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let footvertl = (anim_time * 7.0 * lab).sin();
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let footvertr = (anim_time * 7.0 * lab + PI).sin();
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let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time * 7.0 * lab + PI * 1.4).sin());
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let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time * 7.0 * lab + PI * 0.4).sin());
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let short = (anim_time * lab * 7.0).sin();
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let noisea = (anim_time * 11.0 + PI / 6.0).sin();
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let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
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let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 7.0).sin());
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let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
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let head_look = Vec2::new(
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(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
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(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
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);
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let orientation: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if vek::Vec2::new(orientation, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& orientation.angle_between(last_ori).is_finite()
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{
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orientation.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), orientation).signum()
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} else {
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0.0
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} * 1.3;
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next.hold.scale = Vec3::one() * 0.0;
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if speed > 0.5 {
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next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(1.0);
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next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(0.4);
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next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
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next.head.orientation =
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Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
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* Quaternion::rotation_x(head_look.y + 0.45);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
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next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_x(-0.5);
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next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
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* Quaternion::rotation_y(tilt * 0.5)
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* Quaternion::rotation_x(0.2);
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next.back.orientation =
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Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
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* Quaternion::rotation_y(tilt * 0.7)
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* Quaternion::rotation_x(0.3);
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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 + foothoril * -10.5 * walkintensity - lower * 1.0,
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1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
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* Quaternion::rotation_y(tilt * 1.8);
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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 + foothorir * -10.5 * walkintensity - lower * 1.0,
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1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
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);
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
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* Quaternion::rotation_y(tilt * 1.8);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
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next.lantern.orientation =
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Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
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} else {
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next.head.position = Vec3::new(
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0.0,
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1.0 + s_a.head.0,
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-2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
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);
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next.head.orientation = Quaternion::rotation_z(head_look.x)
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* Quaternion::rotation_x(0.6 + head_look.y.abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
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next.chest.orientation = Quaternion::rotation_x(-0.7);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
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next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(1.35);
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next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(0.4);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
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next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
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}
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
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next.hand_r.orientation = Quaternion::rotation_x(2.5);
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next.lantern.position = Vec3::new(0.0, 1.5, -5.5);
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next.lantern.orientation = next.hand_r.orientation.inverse();
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}
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let equip_slow = 1.0 + (anim_time * 12.0 + PI).cos();
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let equip_slowa = 1.0 + (anim_time * 12.0 + PI / 4.0).cos();
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next.hand_l.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(PI / 2.0);
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next.hand_r.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(PI / 2.0);
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next.control.position = Vec3::new(equip_slowa * -1.5, 0.0, equip_slow * 1.5);
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match active_tool_kind {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(-8.0, -5.0, 17.0);
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next.hand_r.position = Vec3::new(-6.0, -4.5, 14.0);
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},
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Some(ToolKind::Axe) => {
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next.hand_l.position = Vec3::new(-7.0, -5.0, 17.0);
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next.hand_r.position = Vec3::new(-5.0, -4.5, 14.0);
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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(-5.0, -5.0, 13.0);
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next.hand_r.position = Vec3::new(-3.0, -4.5, 10.0);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_l.position = Vec3::new(-3.0, -5.0, 8.0);
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next.hand_r.position = Vec3::new(-1.75, -4.5, 5.0);
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},
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Some(ToolKind::Bow) => {
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next.hand_l.position = Vec3::new(-3.0, -5.0, 9.0);
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next.hand_r.position = Vec3::new(-1.75, -4.5, 7.0);
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},
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Some(ToolKind::Instrument) => {
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next.hand_l.position = Vec3::new(-3.0, -5.0, 10.0);
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},
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_ => {},
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}
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next
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}
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}
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