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192 lines
7.4 KiB
Rust
192 lines
7.4 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 common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
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pub struct JumpAnimation;
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impl Animation for JumpAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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Vec3<f32>,
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f64,
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);
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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_jump\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_jump")]
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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, hands, orientation, last_ori, global_time): Self::Dependency,
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anim_time: f64,
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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 slow = (anim_time as f32 * 7.0).sin();
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let random = ((((2.0
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* ((global_time as f32 - anim_time as f32)
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- ((global_time as f32 - anim_time as f32).round())))
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.abs())
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* 10.0)
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.round())
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/ 10.0;
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let switch = if random > 0.5 { 1.0 } else { -1.0 };
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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.scale = Vec3::one() * s_a.head_scale;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.back.scale = Vec3::one() * 1.02;
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next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, -1.0 + s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(0.25 + slow * 0.04) * Quaternion::rotation_z(tilt * -2.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0);
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next.chest.orientation = Quaternion::rotation_z(tilt * -2.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(tilt * 2.0);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation = Quaternion::rotation_z(0.0);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(tilt * 3.0);
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if random > 0.5 {
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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1.0 + s_a.hand.1 + 4.0,
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2.0 + s_a.hand.2 + slow * 1.5,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(0.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
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next.hand_r.orientation =
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Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(-0.2);
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} else {
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next.hand_l.position =
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Vec3::new(-s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
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next.hand_l.orientation =
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Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(0.2);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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1.0 + s_a.hand.1 + 4.0,
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2.0 + s_a.hand.2 + slow * 1.5,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(-0.2);
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};
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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 - 6.0 * switch,
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1.0 + s_a.foot.2 + slow * 1.5,
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);
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next.foot_l.orientation = Quaternion::rotation_x(-1.2 * switch + slow * -0.2 * switch);
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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 + 6.0 * switch,
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1.0 + s_a.foot.2 + slow * 1.5,
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);
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next.foot_r.orientation = Quaternion::rotation_x(1.2 * switch + slow * 0.2 * switch);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.4 * switch);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 * switch);
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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match active_tool_kind {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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},
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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}
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(4.0, -6.0, 7.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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_ => {
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next.second.position = Vec3::new(-7.0, -5.0, 15.0);
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next.second.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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}
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next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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next.lantern.orientation = Quaternion::rotation_x(1.0 * switch + slow * 0.3 * switch)
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* Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
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next.torso.orientation = Quaternion::rotation_x(-0.2);
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next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
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next.second.scale = match hands {
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(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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next
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}
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}
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