veloren_voxygen_anim/biped_large/
chargemelee.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{
6    comp::item::tool::{AbilitySpec, ToolKind},
7    states::utils::StageSection,
8};
9use core::f32::consts::PI;
10
11pub struct ChargeMeleeAnimation;
12
13impl Animation for ChargeMeleeAnimation {
14    type Dependency<'a> = (
15        Option<ToolKind>,
16        (Option<ToolKind>, Option<&'a AbilitySpec>),
17        Vec3<f32>,
18        f32,
19        Option<StageSection>,
20        f32,
21        Option<&'a str>,
22    );
23    type Skeleton = BipedLargeSkeleton;
24
25    #[cfg(feature = "use-dyn-lib")]
26    const UPDATE_FN: &'static [u8] = b"biped_large_chargemelee\0";
27
28    #[cfg_attr(
29        feature = "be-dyn-lib",
30        unsafe(export_name = "biped_large_chargemelee")
31    )]
32    fn update_skeleton_inner(
33        skeleton: &Self::Skeleton,
34        (
35            active_tool_kind,
36            _second_tool,
37            velocity,
38            _global_time,
39            stage_section,
40            acc_vel,
41            ability_id,
42        ): Self::Dependency<'_>,
43        anim_time: f32,
44        rate: &mut f32,
45        s_a: &SkeletonAttr,
46    ) -> Self::Skeleton {
47        *rate = 1.0;
48        let mut next = (*skeleton).clone();
49        let speed = Vec2::<f32>::from(velocity).magnitude();
50
51        let lab: f32 = 0.65 * s_a.tempo;
52        let speednorm = (speed / 12.0).powf(0.4);
53        let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
54        let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
55        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
56            * ((acc_vel * lab + PI * 1.4).sin());
57
58        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
59            * ((acc_vel * lab + PI * 0.4).sin());
60        let (move1base, move2base, movement3, tension) = match stage_section {
61            Some(StageSection::Charge) => (
62                (anim_time.powf(0.25)).min(1.0),
63                0.0,
64                0.0,
65                (anim_time * 100.0).sin(),
66            ),
67            Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
68            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
69            _ => (0.0, 0.0, 0.0, 0.0),
70        };
71
72        let pullback = 1.0 - movement3;
73        let move1 = move1base * pullback;
74        let move2 = move2base * pullback;
75        next.second.position = Vec3::new(0.0, 0.0, 0.0);
76        next.second.orientation = Quaternion::rotation_x(0.0);
77        next.shoulder_l.position = Vec3::new(
78            -s_a.shoulder.0,
79            s_a.shoulder.1,
80            s_a.shoulder.2 - foothorir * 1.0,
81        );
82        next.shoulder_l.orientation =
83            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
84
85        next.shoulder_r.position = Vec3::new(
86            s_a.shoulder.0,
87            s_a.shoulder.1,
88            s_a.shoulder.2 - foothoril * 1.0,
89        );
90        next.shoulder_r.orientation =
91            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
92        next.torso.orientation = Quaternion::rotation_z(0.0);
93
94        next.main.position = Vec3::new(0.0, 0.0, 0.0);
95        next.main.orientation = Quaternion::rotation_x(0.0);
96
97        next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
98        next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
99
100        next.hand_l.orientation = Quaternion::rotation_x(0.0);
101        next.hand_r.orientation = Quaternion::rotation_x(0.0);
102
103        #[expect(clippy::single_match)]
104        match active_tool_kind {
105            Some(ToolKind::Natural) => match ability_id {
106                Some("common.abilities.custom.minotaur.cleave") => {
107                    next.upper_torso.orientation =
108                        Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9);
109                    next.lower_torso.orientation =
110                        Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9);
111                    next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5);
112
113                    next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
114                    next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
115                    next.weapon_l.position = Vec3::new(
116                        -12.0 + move2 * 5.0,
117                        -6.0 + move1 * 22.0 + move2 * 8.0,
118                        -18.0 + move1 * 16.0 + move2 * -19.0,
119                    );
120                    next.weapon_r.position = Vec3::new(
121                        12.0 + move2 * -5.0,
122                        -6.0 + move1 * 22.0 + move2 * 8.0,
123                        -18.0 + move1 * 14.0 + move2 * -19.0,
124                    );
125                    next.torso.position = Vec3::new(0.0, move2 * 7.06, 0.0);
126                    next.second.scale = Vec3::one() * 1.0;
127
128                    next.weapon_l.orientation =
129                        Quaternion::rotation_x(-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3)
130                            * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
131                    next.weapon_r.orientation = Quaternion::rotation_x(
132                        -1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7,
133                    ) * Quaternion::rotation_y(
134                        move1 * -0.3 + move2 * -0.5,
135                    ) * Quaternion::rotation_z(0.0);
136
137                    next.control_l.orientation =
138                        Quaternion::rotation_x(PI / 2.0 + move1 * 0.2 + move2 * 0.1);
139                    next.control_r.orientation =
140                        Quaternion::rotation_x(PI / 2.0 + move1 * 0.4 + move2 * -0.4);
141
142                    next.control.orientation =
143                        Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
144                    next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0);
145
146                    next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0);
147                },
148                Some("common.abilities.custom.husk_brute.chargedmelee") => {
149                    next.second.scale = Vec3::one() * 0.0;
150
151                    next.head.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.6);
152                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
153                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
154                    next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
155                    next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
156                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
157                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
158                    next.weapon_l.position =
159                        Vec3::new(-12.0 + (move1 * 10.0).min(6.0), -1.0, -15.0);
160                    next.weapon_r.position =
161                        Vec3::new(12.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0);
162
163                    next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
164                        * Quaternion::rotation_z(move1 * -0.8);
165                    next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
166                        * Quaternion::rotation_z(move1 * 0.8);
167
168                    next.shoulder_l.orientation =
169                        Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
170
171                    next.shoulder_r.orientation =
172                        Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
173
174                    next.control.orientation = Quaternion::rotation_x(move1 * 2.5 + move2 * -2.0);
175
176                    next.upper_torso.position =
177                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
178                    next.upper_torso.orientation =
179                        Quaternion::rotation_x(move1 * 0.2 + move2 * -0.6);
180                    next.lower_torso.orientation =
181                        Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6);
182
183                    if speed < 0.1 {
184                        next.foot_l.position = Vec3::new(
185                            -s_a.foot.0,
186                            s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
187                            s_a.foot.2,
188                        );
189                        next.foot_l.orientation =
190                            Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
191                                * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
192
193                        next.foot_r.position = Vec3::new(
194                            s_a.foot.0,
195                            s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
196                            s_a.foot.2,
197                        );
198                        next.foot_r.orientation =
199                            Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
200                                * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
201                    }
202                    next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
203                        * Quaternion::rotation_x(move2 * -0.4);
204                },
205                Some("common.abilities.custom.tursus.tusk_stab") => {
206                    next.second.scale = Vec3::one() * 0.0;
207                    next.head.position = Vec3::new(
208                        0.0,
209                        s_a.head.0 + move1 * 15.0,
210                        s_a.head.1 + move1 * 6.0 + move2 * -4.0,
211                    );
212                    next.head.orientation = Quaternion::rotation_x(move1 * 1.3 + move2 * -0.7);
213                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
214                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
215                    next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
216                    next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
217                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
218                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
219                    next.weapon_l.position =
220                        Vec3::new(-16.0 + (move1 * 10.0).min(6.0), -1.0, -15.0);
221                    next.weapon_r.position =
222                        Vec3::new(16.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0);
223
224                    next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
225                        * Quaternion::rotation_z(move1 * -0.8);
226                    next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
227                        * Quaternion::rotation_z(move1 * 0.8);
228
229                    next.shoulder_l.orientation =
230                        Quaternion::rotation_x(-0.3 + move1 * -0.4 + move2 * 0.4);
231
232                    next.shoulder_r.orientation =
233                        Quaternion::rotation_x(-0.3 + move1 * -0.4 + move2 * 0.4);
234
235                    next.control.orientation = Quaternion::rotation_x(move1 * -0.7 + move2 * 0.7);
236
237                    next.upper_torso.position =
238                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
239                    next.upper_torso.orientation =
240                        Quaternion::rotation_x(move1 * 0.6 + move2 * -1.1);
241                    next.lower_torso.orientation =
242                        Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6);
243
244                    if speed < 0.1 {
245                        next.foot_l.position = Vec3::new(
246                            -s_a.foot.0,
247                            s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
248                            s_a.foot.2,
249                        );
250                        next.foot_l.orientation =
251                            Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
252                                * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
253
254                        next.foot_r.position = Vec3::new(
255                            s_a.foot.0,
256                            s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
257                            s_a.foot.2,
258                        );
259                        next.foot_r.orientation =
260                            Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
261                                * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
262                    }
263                },
264                _ => {},
265            },
266            _ => {},
267        }
268
269        next
270    }
271}