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83 lines
3.0 KiB
Rust
83 lines
3.0 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 std::ops::Mul;
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pub struct GlidingAnimation;
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type GlidingAnimationDependency = (Vec3<f32>, Quaternion<f32>, Quaternion<f32>, f32, f32);
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impl Animation for GlidingAnimation {
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type Dependency<'a> = GlidingAnimationDependency;
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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_gliding\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_gliding")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(velocity, orientation, glider_orientation, global_time, acc_vel): Self::Dependency<'a>,
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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 speednorm = velocity.magnitude().min(50.0) / 50.0;
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let slow = (acc_vel * 0.5).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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let speedlog = speednorm.powi(2);
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let chest_ori = Quaternion::rotation_z(slow * 0.01);
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let chest_global_inv = (orientation * chest_ori).inverse();
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let glider_ori = chest_global_inv * glider_orientation;
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let glider_pos = Vec3::new(0.0, -5.0 + speedlog * 2.0, 13.0);
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next.head.orientation = Quaternion::rotation_x(0.5 + head_look.y * speednorm)
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* Quaternion::rotation_z(head_look.x);
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next.glider.position = glider_pos;
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next.glider.orientation = glider_ori;
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next.glider.scale = Vec3::one();
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next.chest.orientation = chest_ori;
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//necessary for overwriting jump anim
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next.belt.orientation = Quaternion::rotation_z(0.0);
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next.shorts.orientation = Quaternion::rotation_z(0.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.hand_l.position =
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glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
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next.hand_r.position =
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glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + speedlog * -1.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-speedlog + slow * -0.3 * speedlog);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + speedlog * -1.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(-speedlog + slow * 0.3 * speedlog);
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next
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}
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}
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