mirror of
https://gitlab.com/veloren/veloren.git
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+ Own animation + Add look_dir orientation + Boost particles only stay for 0.25 secs + Boost particles use ParticleMode::PortalFizz
63 lines
2.3 KiB
Rust
63 lines
2.3 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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pub struct BoostAnimation;
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type BoostAnimationDependency<'a> = ();
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impl Animation for BoostAnimation {
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type Dependency<'a> = BoostAnimationDependency<'a>;
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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_boost\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_boost")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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_dep: 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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main.position = Vec3::new(10.0, -10.0, -10.0);
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next.main.orientation = Quaternion::rotation_z(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_z(0.0);
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let (move1, move2, move3, tension) = (
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anim_time.powf(0.25).min(1.0),
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0.0,
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0.0,
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(anim_time * 20.0).sin() - 0.5,
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);
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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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 =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(std::f32::consts::PI * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9)
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* Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0)
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* Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3);
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next.chest.orientation =
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Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
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next
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}
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}
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