veloren/voxygen/anim/src/character/roll.rs
2020-12-01 20:20:01 +01:00

84 lines
2.8 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
pub struct RollAnimation;
impl Animation for RollAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
f64,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_roll\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let spin = anim_time as f32 * 1.1;
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.0001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.05)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
};
next.head.position = Vec3::new(0.0, s_a.head.0 + 3.0, s_a.head.1 - 1.0);
next.head.orientation = Quaternion::rotation_x(-0.75);
next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 + s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(-0.2);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1 + 1.0);
next.belt.orientation = Quaternion::rotation_x(0.55);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 4.5, s_a.shorts.1 + 2.5);
next.shorts.orientation = Quaternion::rotation_x(0.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 2.0);
next.hand_l.orientation = Quaternion::rotation_x(0.6);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.6);
next.foot_l.position = Vec3::new(1.0 - s_a.foot.0, s_a.foot.1 + 5.5, s_a.foot.2 - 5.0);
next.foot_l.orientation = Quaternion::rotation_x(0.9);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 5.5, s_a.foot.2 - 5.0);
next.foot_r.orientation = Quaternion::rotation_x(0.9);
next.torso.position = Vec3::new(0.0, 0.0, 8.0) / 11.0 * s_a.scaler;
next.torso.orientation =
Quaternion::rotation_x(spin * -10.0) * Quaternion::rotation_z(tilt * -10.0);
next
}
}