veloren_voxygen_anim/biped_large/
blink.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use core::f32::consts::PI;
7
8pub struct BlinkAnimation;
9
10impl Animation for BlinkAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        Vec3<f32>,
15        f32,
16        Option<StageSection>,
17        f32,
18    );
19    type Skeleton = BipedLargeSkeleton;
20
21    #[cfg(feature = "use-dyn-lib")]
22    const UPDATE_FN: &'static [u8] = b"biped_large_blink\0";
23
24    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_blink")]
25    fn update_skeleton_inner(
26        skeleton: &Self::Skeleton,
27        (active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency<'_>,
28        anim_time: f32,
29        rate: &mut f32,
30        s_a: &SkeletonAttr,
31    ) -> Self::Skeleton {
32        *rate = 1.0;
33        let mut next = (*skeleton).clone();
34        let speed = Vec2::<f32>::from(velocity).magnitude();
35
36        let lab: f32 = 0.65 * s_a.tempo;
37        let speednorm = (speed / 12.0).powf(0.4);
38        let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
39        let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
40        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
41            * ((acc_vel * lab + PI * 1.4).sin());
42
43        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
44            * ((acc_vel * lab + PI * 0.4).sin());
45        let (move1base, move2) = match stage_section {
46            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
47            Some(StageSection::Recover) => (1.0, anim_time.powi(4)),
48            _ => (0.0, 0.0),
49        };
50        let pullback = 1.0 - move2;
51        let move1 = move1base * pullback;
52
53        next.shoulder_l.position = Vec3::new(
54            -s_a.shoulder.0,
55            s_a.shoulder.1,
56            s_a.shoulder.2 - foothorir * 1.0,
57        );
58        next.shoulder_l.orientation =
59            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
60
61        next.shoulder_r.position = Vec3::new(
62            s_a.shoulder.0,
63            s_a.shoulder.1,
64            s_a.shoulder.2 - foothoril * 1.0,
65        );
66        next.shoulder_r.orientation =
67            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
68        next.torso.orientation = Quaternion::rotation_z(0.0);
69
70        next.main.position = Vec3::new(0.0, 0.0, 0.0);
71        next.main.orientation = Quaternion::rotation_x(0.0);
72
73        next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
74        next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
75
76        next.hand_l.orientation = Quaternion::rotation_x(0.0);
77        next.hand_r.orientation = Quaternion::rotation_x(0.0);
78
79        #[expect(clippy::single_match)]
80        match active_tool_kind {
81            Some(ToolKind::Staff) => {
82                next.head.orientation =
83                    Quaternion::rotation_x(move1 * -0.3) * Quaternion::rotation_y(move1 * -0.1);
84                next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
85                next.control_r.position =
86                    Vec3::new(1.0 + move1 * 12.0, 2.0 + move1 * 8.0, 2.0 + move1 * 18.0);
87
88                next.control.position = Vec3::new(
89                    -3.0 + move1 * -4.0,
90                    3.0 + s_a.grip.0 / 1.2 + move1 * -8.0,
91                    -11.0 + -s_a.grip.0 / 2.0,
92                );
93
94                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * -0.8)
95                    * Quaternion::rotation_y(-0.5 + move1 * -0.0)
96                    * Quaternion::rotation_z(move1 * 0.0);
97                next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.7)
98                    * Quaternion::rotation_y(0.5 + move1 * -0.6)
99                    * Quaternion::rotation_z(move1 * 1.5);
100
101                next.control.orientation =
102                    Quaternion::rotation_x(-0.2 + move1 * -0.4) * Quaternion::rotation_y(-0.1);
103            },
104
105            _ => {},
106        }
107        next
108    }
109}