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