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139 lines
5.0 KiB
Rust
139 lines
5.0 KiB
Rust
use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr};
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use std::f32::consts::PI;
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use vek::*;
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pub struct RunAnimation;
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impl Animation for RunAnimation {
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type Dependency = (f32, f64);
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type Skeleton = BipedLargeSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_velocity, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 10.0;
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let legl = (anim_time as f32 * lab as f32).sin();
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let legr = (anim_time as f32 * lab as f32 + PI).sin();
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let belt = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
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let foothoril = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
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let foothorir = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
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let footvertl = (anim_time as f32 * lab as f32).sin().max(0.1);
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let footvertr = (anim_time as f32 * lab as f32 + PI).sin().max(0.1);
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let footrotl = (((5.0)
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/ (1.0 + (4.0) * ((anim_time as f32 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((5.0)
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/ (1.0 + (4.0) * ((anim_time as f32 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 + PI * 0.4).sin());
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next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.ori = Quaternion::rotation_z(belt * -0.3) * Quaternion::rotation_x(0.3);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.offset = Vec3::new(
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0.0,
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skeleton_attr.upper_torso.0,
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skeleton_attr.upper_torso.1 + belt * 1.0,
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) / 8.0;
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next.upper_torso.ori = Quaternion::rotation_z(belt * 0.40) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 8.0;
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next.lower_torso.offset = Vec3::new(
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0.0,
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skeleton_attr.lower_torso.0,
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skeleton_attr.lower_torso.1,
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);
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next.lower_torso.ori = Quaternion::rotation_z(belt * -0.55) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one() * 1.02;
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next.shoulder_l.offset = Vec3::new(
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-skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_l.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotl * -0.15);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.offset = Vec3::new(
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skeleton_attr.shoulder.0,
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skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
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);
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next.shoulder_r.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * -0.15);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.offset = Vec3::new(
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-skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2,
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);
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next.hand_l.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotl * -0.8);
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next.hand_l.scale = Vec3::one() * 1.02;
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next.hand_r.offset = Vec3::new(
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skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2,
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);
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next.hand_r.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotr * -0.8);
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next.hand_r.scale = Vec3::one() * 1.02;
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next.leg_l.offset = Vec3::new(
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-skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 1.02;
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next.leg_l.ori =
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Quaternion::rotation_z(belt * -0.8) * Quaternion::rotation_x(foothoril * 0.2);
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next.leg_l.scale = Vec3::one() * 1.02;
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next.leg_r.offset = Vec3::new(
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skeleton_attr.leg.0,
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skeleton_attr.leg.1,
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skeleton_attr.leg.2,
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) * 1.02;
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next.leg_r.ori =
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Quaternion::rotation_z(belt * -0.8) * Quaternion::rotation_x(foothorir * 0.2);
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next.leg_r.scale = Vec3::one() * 1.02;
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next.foot_l.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * 8.0 + 3.0,
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skeleton_attr.foot.2 + footvertl * 4.0,
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) / 8.0;
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next.foot_l.ori = Quaternion::rotation_x(footrotl * 0.5);
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next.foot_l.scale = Vec3::one() / 8.0 * 0.98;
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next.foot_r.offset = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * 8.0 + 3.0,
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skeleton_attr.foot.2 + footvertr * 4.0,
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) / 8.0;
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next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 0.5);
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next.foot_r.scale = Vec3::one() / 8.0 * 0.98;
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next.torso.offset = Vec3::new(0.0, 0.0, belt * 0.15);
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next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one();
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next
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}
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}
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