veloren_voxygen_anim/biped_large/
charge.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6use core::f32::consts::PI;
7
8pub struct ChargeAnimation;
9
10impl Animation for ChargeAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        f32,
15        Vec3<f32>,
16        Vec3<f32>,
17        f32,
18    );
19    type Skeleton = BipedLargeSkeleton;
20
21    #[cfg(feature = "use-dyn-lib")]
22    const UPDATE_FN: &'static [u8] = b"biped_large_charge\0";
23
24    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
25    fn update_skeleton_inner(
26        skeleton: &Self::Skeleton,
27        (active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, _global_time): Self::Dependency<'_>,
28        anim_time: f32,
29        _rate: &mut f32,
30        s_a: &SkeletonAttr,
31    ) -> Self::Skeleton {
32        let mut next = (*skeleton).clone();
33
34        let lab: f32 = 1.0;
35
36        let foot = ((5.0 / (0.2 + 4.8 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
37            * ((anim_time * lab * 8.0).sin());
38        let foote = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 8.0 + PI / 2.0).sin()).powi(2)))
39            .sqrt())
40            * ((anim_time * lab * 8.0).sin());
41        let stress = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 20.0).cos()).powi(2))).sqrt())
42            * ((anim_time * lab * 20.0).cos());
43        let quick = ((5.0 / (3.5 + 1.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
44            * ((anim_time * lab * 8.0).sin());
45        let stop = (anim_time.powf(0.3)).min(1.2);
46        let stopa = (anim_time.powf(0.9)).min(5.0);
47
48        let ori: Vec2<f32> = Vec2::from(orientation);
49        let last_ori = Vec2::from(last_ori);
50        let tilt = if vek::Vec2::new(ori, last_ori)
51            .map(|o| o.magnitude_squared())
52            .map(|m| m > 0.001 && m.is_finite())
53            .reduce_and()
54            && ori.angle_between(last_ori).is_finite()
55        {
56            ori.angle_between(last_ori).min(0.2)
57                * last_ori.determine_side(Vec2::zero(), ori).signum()
58        } else {
59            0.0
60        } * 1.3;
61
62        next.head.position = Vec3::new(stop * -2.0, -1.5 + stop * 2.5 + s_a.head.0, s_a.head.1);
63        next.head.orientation =
64            Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3);
65        next.head.scale = Vec3::one();
66
67        next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
68        next.upper_torso.orientation =
69            Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0);
70
71        next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
72        next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
73
74        match active_tool_kind {
75            Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
76                next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
77                next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
78
79                next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
80                next.hand_r.orientation =
81                    Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
82
83                next.main.position = Vec3::new(0.0, 0.0, 0.0);
84                next.main.orientation = Quaternion::rotation_y(0.0);
85
86                next.control.position = Vec3::new(
87                    s_a.stc.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
88                    s_a.stc.1,
89                    s_a.stc.2 - stop * 3.0,
90                );
91                next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + stop * -0.2)
92                    * Quaternion::rotation_y(s_a.stc.4)
93                    * Quaternion::rotation_z(s_a.stc.5 + stop * 0.2);
94            },
95            Some(ToolKind::Bow) => {
96                next.main.position = Vec3::new(0.0, 0.0, 0.0);
97                next.main.orientation = Quaternion::rotation_x(0.0);
98                next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
99                next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
100                next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
101                next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
102
103                next.hold.position = Vec3::new(0.0, -1.0, -15.2);
104                next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
105                next.hold.scale = Vec3::one() * 1.0;
106
107                next.control.position = Vec3::new(
108                    3.0 + s_a.bc.0 + stop * 13.0,
109                    -5.0 + s_a.bc.1 + stop * 4.0,
110                    6.0 + s_a.bc.2,
111                );
112                next.control.orientation = Quaternion::rotation_x(0.2 + s_a.bc.3)
113                    * Quaternion::rotation_y(-0.8 + s_a.bc.4 + stop * -0.4)
114                    * Quaternion::rotation_z(s_a.bc.5 + stop * -0.6);
115            },
116            _ => {},
117        }
118
119        if velocity > 0.2 {
120            next.foot_l.position = Vec3::new(
121                -s_a.foot.0 - foot * 1.5,
122                s_a.foot.1 + foote * 2.0,
123                s_a.foot.2,
124            );
125            next.foot_l.orientation = Quaternion::rotation_x(foote * -0.1)
126                * Quaternion::rotation_z(0.4)
127                * Quaternion::rotation_y(0.15);
128
129            next.foot_r.position = Vec3::new(
130                s_a.foot.0 + foot * 1.5,
131                s_a.foot.1 + foote * -1.5,
132                s_a.foot.2,
133            );
134            next.foot_r.orientation = Quaternion::rotation_z(0.4);
135        } else {
136            next.foot_l.position = Vec3::new(
137                -s_a.foot.0,
138                -2.5 + stop * -1.3,
139                s_a.foot.2 + tilt * -4.0 * foot,
140            );
141            next.foot_l.orientation =
142                Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02)
143                    * Quaternion::rotation_z(stop * 0.1)
144                    * Quaternion::rotation_y(stop * 0.08);
145
146            next.foot_r.position =
147                Vec3::new(s_a.foot.0, 3.5 + stop * 1.5, s_a.foot.2 + tilt * 4.0 * foot);
148            next.foot_r.orientation =
149                Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
150        }
151
152        next
153    }
154}