mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
332 lines
16 KiB
Rust
332 lines
16 KiB
Rust
use super::{
|
|
super::{vek::*, Animation},
|
|
CharacterSkeleton, SkeletonAttr,
|
|
};
|
|
use common::comp::item::ToolKind;
|
|
use std::{f32::consts::PI, ops::Mul};
|
|
|
|
pub struct WieldAnimation;
|
|
|
|
type WieldAnimationDependency = (
|
|
Option<ToolKind>,
|
|
Option<ToolKind>,
|
|
Vec3<f32>,
|
|
Vec3<f32>,
|
|
Vec3<f32>,
|
|
f64,
|
|
);
|
|
impl Animation for WieldAnimation {
|
|
type Dependency = WieldAnimationDependency;
|
|
type Skeleton = CharacterSkeleton;
|
|
|
|
#[cfg(feature = "use-dyn-lib")]
|
|
const UPDATE_FN: &'static [u8] = b"character_wield\0";
|
|
|
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_wield")]
|
|
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
|
fn update_skeleton_inner(
|
|
skeleton: &Self::Skeleton,
|
|
(active_tool_kind, _second_tool_kind, orientation, last_ori, velocity, global_time): Self::Dependency,
|
|
anim_time: f64,
|
|
rate: &mut f32,
|
|
s_a: &SkeletonAttr,
|
|
) -> Self::Skeleton {
|
|
*rate = 1.0;
|
|
let lab = 1.0;
|
|
let speed = Vec2::<f32>::from(velocity).magnitude();
|
|
|
|
let mut next = (*skeleton).clone();
|
|
let head_look = Vec2::new(
|
|
((global_time + anim_time) as f32 / 3.0)
|
|
.floor()
|
|
.mul(7331.0)
|
|
.sin()
|
|
* 0.2,
|
|
((global_time + anim_time) as f32 / 3.0)
|
|
.floor()
|
|
.mul(1337.0)
|
|
.sin()
|
|
* 0.1,
|
|
);
|
|
|
|
let foothoril = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.45).sin();
|
|
|
|
let beltstatic = (anim_time as f32 * 10.0 * lab as f32 + PI / 2.0).sin();
|
|
let footvertlstatic = (anim_time as f32 * 10.0 * lab as f32).sin();
|
|
let footvertrstatic = (anim_time as f32 * 10.0 * lab as f32 + PI).sin();
|
|
let footrotl = (((1.0)
|
|
/ (0.5 + (0.5) * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powi(2)))
|
|
.sqrt())
|
|
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
|
|
|
|
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
|
|
|
let slowalt = (anim_time as f32 * 6.0 + PI).cos();
|
|
let u_slow = (anim_time as f32 * 2.5 + PI).sin();
|
|
let slow = (anim_time as f32 * 5.0 + PI).sin();
|
|
|
|
let u_slowalt = (anim_time as f32 * 3.0 + PI).cos();
|
|
let short =
|
|
(((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powi(2))).sqrt())
|
|
* ((anim_time as f32 * lab as f32 * 16.0).sin());
|
|
let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
|
|
let side = velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x;
|
|
let strafe = -((1.0 / (direction).abs() - 1.0).min(1.0)).copysign(side);
|
|
|
|
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 > 0.001 && m.is_finite())
|
|
.reduce_and()
|
|
&& ori.angle_between(last_ori).is_finite()
|
|
{
|
|
ori.angle_between(last_ori).min(0.2)
|
|
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
|
} else {
|
|
0.0
|
|
} * 1.25)
|
|
* 4.0;
|
|
let jump = if velocity.z == 0.0 { 0.0 } else { 1.0 };
|
|
if speed > 0.2 && velocity.z == 0.0 {
|
|
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7)
|
|
* Quaternion::rotation_y(strafe * 0.2)
|
|
* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
|
|
next.head.orientation =
|
|
Quaternion::rotation_z(tilt * -0.5 + strafe * 0.4 * direction + strafe * -0.7)
|
|
* Quaternion::rotation_x((0.3 - direction * 0.4) * (1.0 - tilt.abs()));
|
|
|
|
next.chest.position = Vec3::new(
|
|
0.0 + short * strafe,
|
|
s_a.chest.0,
|
|
s_a.chest.1 + shortalt * -1.5,
|
|
);
|
|
} else {
|
|
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
|
|
next.head.orientation =
|
|
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
|
|
|
next.chest.position =
|
|
Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
|
|
next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1);
|
|
|
|
next.head.orientation = Quaternion::rotation_z(tilt * -0.75);
|
|
|
|
next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2);
|
|
next.torso.orientation = Quaternion::rotation_z(tilt * 0.4);
|
|
|
|
next.foot_l.position = Vec3::new(
|
|
-s_a.foot.0,
|
|
-2.0 + s_a.foot.1 + jump * -4.0,
|
|
s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0),
|
|
);
|
|
next.foot_l.orientation = Quaternion::rotation_x(
|
|
jump * -0.7 + u_slowalt * 0.035 - 0.2 + tilt * footvertlstatic * 0.1
|
|
- tilt.abs() * 0.3,
|
|
) * Quaternion::rotation_z(-tilt * 0.3);
|
|
|
|
next.foot_r.position = Vec3::new(
|
|
s_a.foot.0,
|
|
2.0 + s_a.foot.1 + jump * 4.0,
|
|
s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0),
|
|
);
|
|
next.foot_r.orientation = Quaternion::rotation_x(
|
|
jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1 - tilt.abs() * 0.3,
|
|
) * Quaternion::rotation_z(-tilt * 0.3);
|
|
|
|
next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04)
|
|
* Quaternion::rotation_z(0.15 + tilt * -0.4);
|
|
|
|
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
|
|
|
|
next.back.orientation = Quaternion::rotation_x(-0.2);
|
|
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
|
}
|
|
match active_tool_kind {
|
|
Some(ToolKind::Sword) => {
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
|
|
|
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
|
next.hand_l.orientation =
|
|
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
|
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
|
|
|
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0);
|
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
|
|
* Quaternion::rotation_z(u_slowalt * 0.08);
|
|
},
|
|
Some(ToolKind::Dagger) => {
|
|
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
|
|
|
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
|
|
* Quaternion::rotation_y(0.0 * PI)
|
|
* Quaternion::rotation_z(0.0 * PI);
|
|
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
|
|
* Quaternion::rotation_y(0.0 * PI)
|
|
* Quaternion::rotation_z(0.0 * PI);
|
|
|
|
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
|
|
|
|
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
|
|
* Quaternion::rotation_y(0.0 * PI)
|
|
* Quaternion::rotation_z(0.0 * PI);
|
|
|
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
|
|
* Quaternion::rotation_y(0.0 * PI)
|
|
* Quaternion::rotation_z(0.0 * PI);
|
|
|
|
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
|
|
},
|
|
Some(ToolKind::Axe) => {
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
|
|
|
if speed < 0.5 {
|
|
next.head.position =
|
|
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
|
|
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
|
* Quaternion::rotation_x(0.35 + head_look.y.abs());
|
|
next.chest.orientation = Quaternion::rotation_x(-0.35)
|
|
* Quaternion::rotation_y(u_slowalt * 0.04)
|
|
* Quaternion::rotation_z(0.15);
|
|
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
|
|
next.belt.orientation = Quaternion::rotation_x(0.15)
|
|
* Quaternion::rotation_y(u_slowalt * 0.03)
|
|
* Quaternion::rotation_z(0.15);
|
|
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
|
|
next.shorts.orientation =
|
|
Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
|
|
} else {
|
|
}
|
|
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
|
next.hand_l.orientation =
|
|
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
|
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
|
|
|
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + direction * -5.0);
|
|
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
|
* Quaternion::rotation_y(s_a.ac.4)
|
|
* Quaternion::rotation_z(s_a.ac.5);
|
|
},
|
|
Some(ToolKind::Hammer) => {
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
|
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
|
next.hand_l.orientation =
|
|
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
|
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
|
|
|
|
next.control.position = Vec3::new(
|
|
s_a.hc.0,
|
|
s_a.hc.1 + speed * 0.2,
|
|
s_a.hc.2 + speed * 0.8 + direction * -5.0,
|
|
);
|
|
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15)
|
|
* Quaternion::rotation_y(s_a.hc.4 + speed * -0.04)
|
|
* Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07);
|
|
},
|
|
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
|
if speed > 0.5 && velocity.z == 0.0 {
|
|
next.hand_r.position = Vec3::new(
|
|
7.0 + s_a.hand.0 + foothoril * 1.3,
|
|
-4.0 + s_a.hand.1 + foothoril * -7.0,
|
|
1.0 + s_a.hand.2 - foothoril * 5.5,
|
|
);
|
|
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
|
|
* Quaternion::rotation_y(footrotl * -0.4);
|
|
} else {
|
|
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
|
|
next.hand_r.orientation =
|
|
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
|
|
};
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_y(0.0);
|
|
|
|
next.control.position =
|
|
Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2 + direction * -5.0);
|
|
|
|
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
|
|
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
|
|
|
|
next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + u_slow * 0.1)
|
|
* Quaternion::rotation_y(s_a.stc.4)
|
|
* Quaternion::rotation_z(s_a.stc.5 + u_slowalt * 0.1);
|
|
},
|
|
Some(ToolKind::Shield) => {
|
|
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
|
|
|
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI);
|
|
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0 * PI);
|
|
|
|
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
|
|
|
|
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
|
|
|
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.second.orientation = Quaternion::rotation_x(0.0 * PI);
|
|
|
|
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
|
|
},
|
|
Some(ToolKind::Bow) => {
|
|
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
|
next.main.orientation = Quaternion::rotation_x(0.0);
|
|
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
|
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
|
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
|
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
|
|
|
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
|
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
|
next.hold.scale = Vec3::one() * 1.0;
|
|
|
|
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
|
|
next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
|
|
* Quaternion::rotation_y(s_a.bc.4)
|
|
* Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
|
|
},
|
|
Some(ToolKind::Debug) => {
|
|
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
|
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
|
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
|
next.main.orientation = Quaternion::rotation_x(PI);
|
|
},
|
|
Some(ToolKind::Farming) => {
|
|
if speed < 0.5 {
|
|
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
|
* Quaternion::rotation_x(-0.2 + head_look.y.abs());
|
|
}
|
|
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
|
|
next.hand_l.orientation = Quaternion::rotation_x(1.57);
|
|
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
|
|
next.hand_r.orientation = Quaternion::rotation_x(1.57);
|
|
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
|
next.main.orientation = Quaternion::rotation_y(3.14);
|
|
|
|
next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
|
|
next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
|
|
* Quaternion::rotation_y(0.6 + u_slow * 0.1)
|
|
* Quaternion::rotation_z(u_slowalt * 0.1);
|
|
},
|
|
_ => {},
|
|
}
|
|
|
|
next
|
|
}
|
|
}
|