veloren_voxygen_anim/biped_large/
blink.rs1use 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}