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142 lines
5.2 KiB
Rust
142 lines
5.2 KiB
Rust
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct SwimAnimation;
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impl Animation for SwimAnimation {
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type Dependency = (Option<ToolKind>, Vec3<f32>, f32, f64);
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type Skeleton = CharacterSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, velocity, _orientation, 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 speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let lab = 1.0;
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let short = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).sin();
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let shortalt = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0 + PI / 2.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 2.0 * speed / 5.0).sin();
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let wave_stop = (anim_time as f32 * 3.0 * speed / 5.0)
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.min(PI / 2.0 / 2.0)
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.sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.0 + short * 0.3,
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);
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next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.3)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1);
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next.chest.ori = Quaternion::rotation_z(short * 0.3);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(short * 0.25);
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next.belt.scale = Vec3::one();
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next.back.offset = Vec3::new(0.0, -2.8, 7.25);
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next.back.ori = Quaternion::rotation_z(0.0);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.ori = Quaternion::rotation_z(short * 0.4);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-6.0, -0.25 - foot * 1.0, 5.0 + foot * -2.5);
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next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.5) * Quaternion::rotation_y(0.2);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(6.0, -0.25 + foot * 1.0, 5.0 + foot * 2.5);
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next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.5) * Quaternion::rotation_y(-0.2);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 6.0 + foot * 1.0, 0.0 + foot * 5.5);
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next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.5);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 6.0 - foot * 1.0, 0.0 + foot * -5.5);
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next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.5);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
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next.main.scale = Vec3::one();
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next.second.offset = Vec3::new(
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0.0 + skeleton_attr.weapon_x,
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0.0 + skeleton_attr.weapon_y,
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0.0,
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);
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next.second.ori = Quaternion::rotation_y(0.0);
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next.second.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
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next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.6) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(0.0);
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next.control.scale = Vec3::one();
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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