veloren_voxygen_anim/biped_large/
dash.rs1use 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 DashAnimation;
12
13impl Animation for DashAnimation {
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_dash\0";
27
28 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_dash")]
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 lab: f32 = 0.65 * s_a.tempo;
47 let speed = Vec2::<f32>::from(velocity).magnitude();
48
49 let speednorm = (speed.min(16.0) / 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
58 next.main.position = Vec3::new(0.0, 0.0, 0.0);
59 next.main.orientation = Quaternion::rotation_x(0.0);
60
61 next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
62 next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
63 next.second.position = Vec3::new(0.0, 0.0, 0.0);
64 next.second.orientation = Quaternion::rotation_x(0.0);
65 next.hand_l.orientation = Quaternion::rotation_x(0.0);
66 next.hand_r.orientation = Quaternion::rotation_x(0.0);
67 let (move1base, motion, move2base, move3base, move4) = match stage_section {
68 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0, 0.0),
69 Some(StageSection::Charge) => (
70 1.0,
71 (acc_vel * lab).sin(),
72 (anim_time.powf(4.0)).min(1.0),
73 0.0,
74 0.0,
75 ),
76 Some(StageSection::Action) => (1.0, 1.0, 1.0, anim_time.powf(4.0), 0.0),
77 Some(StageSection::Recover) => (1.1, 1.0, 1.0, 1.0, anim_time.powf(4.0)),
78 _ => (0.0, 0.0, 0.0, 0.0, 0.0),
79 };
80 let pullback = 1.0 - move4;
81 let move1 = move1base * pullback;
82 let move2 = move2base * pullback;
83 let move3 = move3base * pullback;
84
85 next.shoulder_l.position = Vec3::new(
86 -s_a.shoulder.0,
87 s_a.shoulder.1,
88 s_a.shoulder.2 - foothorir * 1.0,
89 );
90 next.shoulder_l.orientation =
91 Quaternion::rotation_x(0.6 * speednorm + (footrotr * -0.2) * speednorm);
92
93 next.shoulder_r.position = Vec3::new(
94 s_a.shoulder.0,
95 s_a.shoulder.1,
96 s_a.shoulder.2 - foothoril * 1.0,
97 );
98 next.shoulder_r.orientation =
99 Quaternion::rotation_x(0.6 * speednorm + (footrotl * -0.2) * speednorm);
100 next.torso.orientation = Quaternion::rotation_z(0.0);
101 match active_tool_kind {
102 Some(ToolKind::Sword) => match ability_id {
103 Some("common.abilities.adlet.elder.dash") => {
104 next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move3 * 0.1)
105 * Quaternion::rotation_z(move1 * -0.1 + move3 * -0.2);
106 next.upper_torso.orientation =
107 Quaternion::rotation_x(move1 * -0.2 + move3 * 0.3)
108 * Quaternion::rotation_z(move1 * 0.2 + move3 * -0.2);
109 next.control_l.position = Vec3::new(0.0, 2.0, -2.0);
110 next.control_r.position = Vec3::new(0.0, 2.0, -2.0);
111 next.weapon_l.position =
112 Vec3::new(-5.5 + move1 * -4.0 + move2 * 6.0, 5.0, -18.0);
113 next.weapon_r.position =
114 Vec3::new(6.5 + move1 * 4.0 + move2 * -6.0, 5.0, -18.0);
115 next.second.scale = Vec3::one() * 1.0;
116
117 next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.4)
118 * Quaternion::rotation_z(move2 * -0.5);
119 next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.3)
120 * Quaternion::rotation_z(move2 * 0.5);
121
122 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
123 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
124
125 next.control.orientation = Quaternion::rotation_x(move1 * PI + move2 * -PI);
126 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * PI + move2 * -PI);
127 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * PI + move2 * -PI);
128 },
129 _ => {
130 next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
131 next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
132 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
133 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
134 next.control.position = Vec3::new(
135 -3.0 + move1 * -2.0 + move2 * 2.0,
136 5.0 + s_a.grip.0 / 1.2 + move1 * -4.0 + move2 * 2.0 + move3 * 8.0,
137 -4.0 + -s_a.grip.0 / 2.0 + move2 * -5.0 + move3 * 5.0,
138 );
139 next.upper_torso.orientation =
140 Quaternion::rotation_x(move2 * -0.2 + move3 * 0.2)
141 * Quaternion::rotation_z(move1 * 0.8 + move3 * -0.7);
142 next.lower_torso.orientation =
143 Quaternion::rotation_x(move2 * 0.2 + move3 * -0.2)
144 * Quaternion::rotation_z(move1 * -0.8 + move3 * 0.7);
145 next.control_l.orientation =
146 Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5)
147 * Quaternion::rotation_y(-0.2);
148 next.control_r.orientation =
149 Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5)
150 * Quaternion::rotation_y(0.2)
151 * Quaternion::rotation_z(0.0);
152
153 next.control.orientation =
154 Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -1.5 + move3 * -0.2)
155 * Quaternion::rotation_y(
156 -0.1 + move1 * -0.5 + move2 * 1.5 + move3 * -1.0,
157 )
158 * Quaternion::rotation_z(-move3 * -1.5);
159 },
160 },
161 Some(ToolKind::Axe) => {
162 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move3 * 3.0);
163 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
164
165 next.control.position = Vec3::new(
166 4.0 + move1 * -3.0 + move3 * -5.0,
167 (s_a.grip.0 / 1.0) + move1 * -1.0 + move3 * 1.0 + footrotl * 2.0,
168 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move3 * -3.0,
169 );
170 next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move3 * 0.5)
171 * Quaternion::rotation_z(move1 * 0.3 + move3 * 0.3);
172 next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
173 * Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
174 next.lower_torso.orientation = Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
175 * Quaternion::rotation_x(move1 * 0.4 + move3 * -0.7 + footrotr * 0.1)
176 * Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
177
178 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move3 * 0.3)
179 * Quaternion::rotation_y(move1 * 0.7);
180 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move3 * -0.2)
181 * Quaternion::rotation_y(0.0)
182 * Quaternion::rotation_z(0.0);
183
184 next.control.orientation =
185 Quaternion::rotation_x(-1.0 + move1 * -0.2 + move3 * -0.2)
186 * Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
187 * Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
188 },
189 Some(ToolKind::Natural) => match ability_id {
190 Some("common.abilities.custom.minotaur.charge") => {
191 next.head.orientation = Quaternion::rotation_x(move1 * 0.4 + move3 * 0.5)
192 * Quaternion::rotation_z(move1 * -0.3 + move3 * -0.3);
193 next.upper_torso.orientation =
194 Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
195 * Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
196 next.lower_torso.orientation =
197 Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
198 * Quaternion::rotation_x(move1 * 0.4 + move3 * -0.7 + footrotr * 0.1)
199 * Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
200 next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
201 next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
202 next.weapon_l.position = Vec3::new(-12.0 + move1 * -3.0, -6.0, -18.0);
203 next.weapon_r.position =
204 Vec3::new(12.0 + move1 * -3.0, -6.0 + move1 * 2.0, -18.0 + move1 * 2.0);
205 next.second.scale = Vec3::one() * 1.0;
206
207 next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.4)
208 * Quaternion::rotation_y(move1 * 0.4 + move2 * 0.2)
209 * Quaternion::rotation_z(move3 * -0.5);
210 next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.3)
211 * Quaternion::rotation_y(move1 * 0.6 + move2 * -0.6)
212 * Quaternion::rotation_z(move3 * -0.5);
213
214 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
215 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
216
217 next.control.orientation =
218 Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
219 next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
220
221 next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
222 },
223 Some("common.abilities.custom.tidalwarrior.scuttle") => {
224 next.head.orientation =
225 Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * -0.3);
226 next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1)
227 * Quaternion::rotation_z(move1 * PI / 2.0);
228 next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.1)
229 * Quaternion::rotation_x(move1 * -0.1)
230 * Quaternion::rotation_z(move1 * -0.2);
231
232 next.hand_l.position = Vec3::new(-14.0, 2.0 + motion * 1.5, -4.0);
233
234 next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
235 * Quaternion::rotation_y(0.0)
236 * Quaternion::rotation_z(-0.35 + motion * -0.6);
237 next.hand_r.position = Vec3::new(14.0, 2.0 + motion * -1.5, -4.0);
238
239 next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.0)
240 * Quaternion::rotation_y(0.0)
241 * Quaternion::rotation_z(0.35 + motion * 0.6);
242
243 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8);
244
245 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8);
246 },
247 _ => {},
248 },
249 Some(ToolKind::Hammer) => match ability_id {
250 Some("common.abilities.custom.cyclops.dash") => {
251 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move3 * 3.0);
252 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
253
254 next.control.position = Vec3::new(
255 4.0 + move1 * -3.0 + move3 * -5.0,
256 (s_a.grip.0 / 1.0) + move1 * -1.0 + move3 * 1.0 + footrotl * 2.0,
257 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move3 * -3.0,
258 );
259 next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move3 * 0.5)
260 * Quaternion::rotation_z(move1 * 0.3 + move3 * 0.3);
261 next.upper_torso.orientation =
262 Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
263 * Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
264 next.lower_torso.orientation =
265 Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
266 * Quaternion::rotation_x(move1 * 0.4 + move3 * -0.7 + footrotr * 0.1)
267 * Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
268
269 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move3 * 0.3)
270 * Quaternion::rotation_y(move1 * 0.7);
271 next.control_r.orientation =
272 Quaternion::rotation_x(PI / 2.0 + 0.2 + move3 * -0.2)
273 * Quaternion::rotation_y(0.0)
274 * Quaternion::rotation_z(0.0);
275
276 next.control.orientation =
277 Quaternion::rotation_x(-1.0 + move1 * -0.2 + move3 * -0.2)
278 * Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
279 * Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
280 },
281 _ => {},
282 },
283 _ => {},
284 }
285
286 next
287 }
288}