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155 lines
6.2 KiB
Rust
155 lines
6.2 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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use core::f32::consts::PI;
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pub struct ChargeAnimation;
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impl Animation for ChargeAnimation {
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type Dependency<'a> = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_charge\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _second_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 lab: f32 = 1.0;
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let foot = ((5.0 / (0.2 + 4.8 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 8.0).sin());
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let foote = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 8.0 + PI / 2.0).sin()).powi(2)))
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.sqrt())
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* ((anim_time * lab * 8.0).sin());
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let stress = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 20.0).cos()).powi(2))).sqrt())
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* ((anim_time * lab * 20.0).cos());
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let quick = ((5.0 / (3.5 + 1.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 8.0).sin());
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let stop = (anim_time.powf(0.3)).min(1.2);
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let stopa = (anim_time.powf(0.9)).min(5.0);
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let ori: 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(ori, 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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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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next.head.position = Vec3::new(stop * -2.0, -1.5 + stop * 2.5 + s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3);
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next.head.scale = Vec3::one();
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next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
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next.upper_torso.orientation =
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Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0);
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next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
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next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
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match active_tool_kind {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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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.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 =
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Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0);
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next.control.position = Vec3::new(
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s_a.stc.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
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s_a.stc.1,
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s_a.stc.2 - stop * 3.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + stop * -0.2)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5 + stop * 0.2);
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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, -15.2);
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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 = Vec3::new(
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3.0 + s_a.bc.0 + stop * 13.0,
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-5.0 + s_a.bc.1 + stop * 4.0,
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6.0 + s_a.bc.2,
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);
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next.control.orientation = Quaternion::rotation_x(0.2 + s_a.bc.3)
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* Quaternion::rotation_y(-0.8 + s_a.bc.4 + stop * -0.4)
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* Quaternion::rotation_z(s_a.bc.5 + stop * -0.6);
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},
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_ => {},
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}
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if velocity > 0.2 {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 - foot * 1.5,
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s_a.foot.1 + foote * 2.0,
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s_a.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(foote * -0.1)
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* Quaternion::rotation_z(0.4)
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* Quaternion::rotation_y(0.15);
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next.foot_r.position = Vec3::new(
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s_a.foot.0 + foot * 1.5,
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s_a.foot.1 + foote * -1.5,
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_z(0.4);
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} else {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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-2.5 + stop * -1.3,
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s_a.foot.2 + tilt * -4.0 * foot,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02)
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* Quaternion::rotation_z(stop * 0.1)
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* Quaternion::rotation_y(stop * 0.08);
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next.foot_r.position =
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Vec3::new(s_a.foot.0, 3.5 + stop * 1.5, s_a.foot.2 + tilt * 4.0 * foot);
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next.foot_r.orientation =
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Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
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}
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next
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}
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}
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