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191 lines
8.5 KiB
Rust
191 lines
8.5 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 core::f32::consts::PI;
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pub struct WallrunAnimation;
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type WallrunAnimationDependency = (Vec3<f32>, f32, Option<Vec3<f32>>);
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impl Animation for WallrunAnimation {
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type Dependency<'a> = WallrunAnimationDependency;
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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_wallrun\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_wallrun")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(orientation, acc_vel, wall): 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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*rate = 1.0;
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let lab: f32 = 0.8;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 0.4).sin());
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let foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin();
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let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).sin();
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let shortalt = (acc_vel * lab * 2.2 + PI / 1.0).sin();
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let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1 + 1.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
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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 + foothorir * 6.0,
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s_a.foot.2 + shortalt * 2.0 + 2.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.6 + shortalt * 0.8);
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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 + foothoril * 6.0,
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s_a.foot.2 + shortalt * -2.0 + 2.0,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.6 - shortalt * 0.8);
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next.belt.orientation = Quaternion::rotation_x(0.3);
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next.shorts.orientation = Quaternion::rotation_x(0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
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if wall.map_or(false, |e| e.y > 0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = -(orientation.x).min(0.0);
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let left_sub = (orientation.x).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / 1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / -3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / -2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.y < -0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = (orientation.x).max(0.0);
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let left_sub = -(orientation.x).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.chest.orientation = Quaternion::rotation_y(orientation.x);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / -1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / 3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / 2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.x < -0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = -(orientation.y).min(0.0);
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let left_sub = (orientation.y).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.y / 1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.y / -3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.y / -2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.x > 0.5) {
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let push = (1.0 - orientation.y.abs()).powi(2);
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let right_sub = (orientation.y).max(0.0);
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let left_sub = -(orientation.y).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.y / -1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.y / 3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.y / 2.0)
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* Quaternion::rotation_x(-0.1);
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};
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next
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}
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}
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