veloren_voxygen_anim/biped_large/
leapmelee.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use core::f32::consts::PI;
7
8pub struct LeapAnimation;
9
10impl Animation for LeapAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        Vec3<f32>,
15        f32,
16        Option<StageSection>,
17        Option<&'a str>,
18    );
19    type Skeleton = BipedLargeSkeleton;
20
21    #[cfg(feature = "use-dyn-lib")]
22    const UPDATE_FN: &'static [u8] = b"biped_large_leapmelee\0";
23
24    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_leapmelee")]
25    fn update_skeleton_inner(
26        skeleton: &Self::Skeleton,
27        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section, ability_id): Self::Dependency<'_>,
28        anim_time: f32,
29        rate: &mut f32,
30        s_a: &SkeletonAttr,
31    ) -> Self::Skeleton {
32        *rate = 1.0;
33        let mut next = (*skeleton).clone();
34
35        let (movement1, movement2, movement3, movement4) = match stage_section {
36            Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
37            Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
38            Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
39            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
40            _ => (0.0, 0.0, 0.0, 0.0),
41        };
42
43        match active_tool_kind {
44            Some(ToolKind::Hammer) => {
45                next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
46                next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
47                next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
48                next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
49                next.main.position = Vec3::new(0.0, 0.0, 0.0);
50                next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
51
52                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
53
54                next.control.position = Vec3::new(
55                    s_a.hc.0 + movement2 * -10.0 + movement3 * 6.0,
56                    s_a.hc.1 + movement2 * 5.0 + movement3 * 7.0,
57                    s_a.hc.2 + movement2 * 5.0 + movement3 * -10.0,
58                );
59                next.control.orientation =
60                    Quaternion::rotation_x(s_a.hc.3 + movement2 * PI / 2.0 + movement3 * -2.3)
61                        * Quaternion::rotation_y(s_a.hc.4 + movement2 * 1.3)
62                        * Quaternion::rotation_z(s_a.hc.5 + movement2 * -1.0 + movement3 * 0.5);
63                next.upper_torso.orientation = Quaternion::rotation_x(
64                    movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
65                ) * Quaternion::rotation_z(
66                    movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7,
67                );
68
69                next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
70                    * Quaternion::rotation_y(0.0 + movement2 * -0.1)
71                    * Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
72
73                //next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
74
75                next.foot_l.position = Vec3::new(
76                    -s_a.foot.0,
77                    s_a.foot.1 + movement3 * 13.0,
78                    s_a.foot.2 + movement3 * -2.0,
79                );
80                next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
81
82                next.foot_r.position = Vec3::new(
83                    s_a.foot.0,
84                    s_a.foot.1 + 8.0 + movement3 * -13.0,
85                    s_a.foot.2 + 5.0 + movement3 * -5.0,
86                );
87                next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
88            },
89            Some(ToolKind::Natural) => match ability_id {
90                Some("common.abilities.custom.tursus.tusk_bash_leap") => {
91                    next.head.position = Vec3::new(
92                        0.0,
93                        s_a.head.0 + movement3 * 12.0,
94                        s_a.head.1 + movement3 * 8.0,
95                    );
96                    next.upper_torso.position =
97                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -4.0);
98                    next.upper_torso.orientation = Quaternion::rotation_x(
99                        movement1 * -0.3 + movement2 * -0.3 + movement3 * 0.2,
100                    ) * Quaternion::rotation_z(
101                        movement1 * 0.1 + movement2 * 0.2 + movement3 * -0.3,
102                    );
103
104                    next.head.orientation = Quaternion::rotation_x(
105                        movement1 * -0.1 + movement2 * -0.1 + movement3 * 1.4,
106                    );
107                    next.foot_l.position = Vec3::new(
108                        -s_a.foot.0,
109                        s_a.foot.1 + movement3 * 1.0,
110                        s_a.foot.2 + movement1 * -0.3 + movement3 * -2.0,
111                    );
112                    next.foot_l.orientation = Quaternion::rotation_x(
113                        movement1 * -0.1 + movement2 * -0.2 + movement3 * 0.7,
114                    );
115
116                    next.foot_r.position = Vec3::new(
117                        s_a.foot.0,
118                        s_a.foot.1 + 1.0 + movement3 * -1.0,
119                        s_a.foot.2 - 1.0 + movement1 * -0.3 + movement3 * -2.0,
120                    );
121                    next.foot_r.orientation = Quaternion::rotation_x(
122                        movement1 * -0.1 + movement2 * -0.2 + movement3 * -0.7,
123                    );
124                    next.shoulder_l.orientation = Quaternion::rotation_x(
125                        movement1 * 0.5 + movement2 * 0.1 + movement3 * -1.5,
126                    );
127                    next.shoulder_r.orientation = Quaternion::rotation_x(
128                        movement1 * 0.9 + movement2 * 0.1 + movement3 * -1.5,
129                    );
130                    next.hand_l.orientation = Quaternion::rotation_x(
131                        movement1 * 0.5 + movement2 * 0.1 + movement3 * -1.5,
132                    );
133                    next.hand_r.orientation = Quaternion::rotation_x(
134                        movement1 * 0.9 + movement2 * 0.1 + movement3 * -1.5,
135                    );
136                },
137                _ => {},
138            },
139            Some(ToolKind::Sword) => match ability_id {
140                Some("common.abilities.adlet.elder.leap") => {
141                    next.hand_l.position = Vec3::new(s_a.hhl.0 * 1.5, -s_a.hhl.1, 5.0);
142                    next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
143                    next.hand_r.position = Vec3::new(s_a.hhr.0 / 2.0, 12.0, 5.0);
144                    next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
145                    next.main.position = Vec3::new(-6.0, 18.0, 4.0);
146                    next.main.orientation =
147                        Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
148                    next.second.position = Vec3::new(-2.0, 20.0, 4.0);
149                    next.second.orientation =
150                        Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
151                    next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
152                    next.control.orientation =
153                        Quaternion::rotation_x(movement2 * PI / 2.5 + movement3 * -2.3);
154                    next.upper_torso.orientation = Quaternion::rotation_x(
155                        movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
156                    ) * Quaternion::rotation_z(
157                        movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7,
158                    );
159
160                    next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
161                        * Quaternion::rotation_y(0.0 + movement2 * -0.1)
162                        * Quaternion::rotation_z(
163                            movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6,
164                        );
165
166                    next.foot_l.position = Vec3::new(
167                        -s_a.foot.0,
168                        s_a.foot.1 + movement3 * 13.0,
169                        s_a.foot.2 + movement3 * -2.0,
170                    );
171                    next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
172
173                    next.foot_r.position = Vec3::new(
174                        s_a.foot.0,
175                        s_a.foot.1 + 8.0 + movement3 * -13.0,
176                        s_a.foot.2 + 5.0 + movement3 * -5.0,
177                    );
178                    next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
179                },
180                _ => {},
181            },
182            _ => {},
183        }
184
185        next
186    }
187}