veloren_voxygen_anim/biped_large/
leapexplosionshockwave.rs1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use core::f32::consts::PI;
7
8pub struct LeapExplosionShockAnimation;
9
10impl Animation for LeapExplosionShockAnimation {
11 type Dependency<'a> = (Option<StageSection>, Option<&'a str>);
12 type Skeleton = BipedLargeSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"biped_large_leapexplosionshockwave\0";
16
17 #[cfg_attr(
18 feature = "be-dyn-lib",
19 unsafe(export_name = "biped_large_leapexplosionshockwave")
20 )]
21 fn update_skeleton_inner(
22 skeleton: &Self::Skeleton,
23 (stage_section, ability_id): Self::Dependency<'_>,
24 anim_time: f32,
25 rate: &mut f32,
26 s_a: &SkeletonAttr,
27 ) -> Self::Skeleton {
28 *rate = 1.0;
29 let mut next = (*skeleton).clone();
30
31 let (move1, move2, move3, move4) = match stage_section {
32 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
33 Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
34 Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
35 Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
36 _ => (0.0, 0.0, 0.0, 0.0),
37 };
38
39 match ability_id {
40 Some("common.abilities.custom.gigas_fire.lava_leap") => {
41 let move1 = (PI * move1).sin();
42 let move2 = move2 * (1.0 - move3);
43 let move3 = move3 * (1.0 - move4.powi(3));
44
45 next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
46 next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
47 * Quaternion::rotation_y(s_a.sc.4)
48 * Quaternion::rotation_z(s_a.sc.5);
49 next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
50 next.hand_l.orientation =
51 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
52 next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
53 next.hand_r.orientation =
54 Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
55 next.main.position = Vec3::new(1.0, 10.0, 0.0);
56 next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
57
58 next.torso.position += Vec3::new(0.0, -3.0, -3.0) * move1;
59 next.leg_l.position += Vec3::new(0.0, 1.5, 1.5) * move1;
60 next.leg_l.orientation.rotate_x(PI / 3.0 * move1);
61 next.foot_l.position += Vec3::new(0.0, 3.0, 3.0) * move1;
62 next.leg_r.position += Vec3::new(0.0, 1.5, 1.5) * move1;
63 next.leg_r.orientation.rotate_x(PI / 3.0 * move1);
64 next.foot_r.position += Vec3::new(0.0, 3.0, 3.0) * move1;
65
66 next.torso.orientation.rotate_x(PI / 5.0 * move2);
67 next.torso.position += Vec3::new(0.0, 5.0, 0.0) * move2;
68 next.foot_l.orientation.rotate_x(-PI / 8.0 * move2);
69 next.leg_r.position += Vec3::new(0.0, 5.0, 0.0) * move2;
70 next.leg_r.orientation.rotate_x(PI / 8.0 * move2);
71 next.foot_r.position += Vec3::new(0.0, 2.0, 0.0) * move2;
72 next.foot_r.orientation.rotate_x(-PI / 6.0 * move2);
73 next.shoulder_l.orientation.rotate_x(PI / 2.5 * move2);
74 next.shoulder_r.position += Vec3::new(-3.0, 7.0, 0.0) * move2;
75 next.shoulder_r.orientation.rotate_x(PI / 1.5 * move2);
76 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move2);
77 next.control.position += Vec3::new(-8.0, 0.0, 15.0) * move2;
78 next.control.orientation.rotate_x(PI / 3.0 * move2);
79 next.control.orientation.rotate_z(-PI / 10.0 * move2);
80 next.control_r.position += Vec3::new(13.0, 4.0, -8.0) * move2;
81 next.control_r.orientation.rotate_x(PI / 8.0 * move2);
82 next.control_r.orientation.rotate_z(PI / 3.0 * move2);
83 next.control_l.position += Vec3::new(0.0, 0.0, -7.0) * move2;
84 next.control_l.orientation.rotate_x(PI / 8.0 * move2);
85
86 next.torso.position += Vec3::new(0.0, -9.0, 0.0) * move3;
87 next.torso.orientation.rotate_x(-PI / 8.0 * move3);
88 next.lower_torso.position += Vec3::new(0.0, 0.0, 1.0) * move3;
89 next.lower_torso.orientation.rotate_x(PI / 8.0 * move3);
90 next.shoulder_r.position += Vec3::new(-3.0, 6.0, 0.0) * move3;
91 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move3);
92 next.shoulder_l.position += Vec3::new(3.0, 6.0, 0.0) * move3;
93 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move3);
94 next.control.position += Vec3::new(0.0, 0.0, 0.0) * move3;
95 next.control.orientation.rotate_x(-PI / 2.5 * move3);
96 },
97 _ => {},
98 }
99
100 next
101 }
102}