veloren_voxygen_anim/biped_large/
rapidmelee.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use core::f32::consts::{PI, TAU};
7
8pub struct RapidMeleeAnimation;
9
10impl Animation for RapidMeleeAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        Vec3<f32>,
15        f32,
16        Option<StageSection>,
17        f32,
18    );
19    type Skeleton = BipedLargeSkeleton;
20
21    #[cfg(feature = "use-dyn-lib")]
22    const UPDATE_FN: &'static [u8] = b"biped_large_rapidmelee\0";
23
24    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_rapidmelee")]
25    fn update_skeleton_inner(
26        skeleton: &Self::Skeleton,
27        (active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): 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 speed = Vec2::<f32>::from(velocity).magnitude();
36
37        let lab: f32 = 0.65 * s_a.tempo;
38        let speednorm = (speed / 12.0).powf(0.4);
39        let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
40        let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
41        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
42            * ((acc_vel * lab + PI * 1.4).sin());
43
44        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
45            * ((acc_vel * lab + PI * 0.4).sin());
46
47        let (move1base, move2, move3) = match stage_section {
48            Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
49            Some(StageSection::Action) => (1.0, (anim_time * 0.05).sin() - 0.05, 0.0),
50            Some(StageSection::Recover) => (1.0, 0.0, anim_time),
51            _ => (0.0, 0.0, 0.0),
52        };
53        let pullback = 1.0 - move3;
54        let move1 = move1base * pullback;
55
56        next.shoulder_l.position = Vec3::new(
57            -s_a.shoulder.0,
58            s_a.shoulder.1,
59            s_a.shoulder.2 - foothorir * 1.0,
60        );
61        next.shoulder_l.orientation =
62            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
63
64        next.shoulder_r.position = Vec3::new(
65            s_a.shoulder.0,
66            s_a.shoulder.1,
67            s_a.shoulder.2 - foothoril * 1.0,
68        );
69        next.shoulder_r.orientation =
70            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
71        next.torso.orientation = Quaternion::rotation_z(0.0);
72
73        next.main.position = Vec3::new(0.0, 0.0, 0.0);
74        next.main.orientation = Quaternion::rotation_x(0.0);
75
76        next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
77        next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
78
79        next.hand_l.orientation = Quaternion::rotation_x(0.0);
80        next.hand_r.orientation = Quaternion::rotation_x(0.0);
81
82        match active_tool_kind {
83            Some(ToolKind::Staff) => {
84                next.head.orientation = Quaternion::rotation_x(move1 * -0.3 + move2 * 0.5);
85                next.control_l.position = Vec3::new(
86                    -1.0 + move1 * -10.0 + move2 * -10.0,
87                    3.0,
88                    12.0 + move1 * 7.0,
89                );
90                next.control_r.position = Vec3::new(
91                    1.0 + move1 * 10.0 + move2 * -10.0,
92                    2.0 + move1 * -0.0,
93                    2.0 + move1 * 15.0,
94                );
95
96                next.control.position = Vec3::new(
97                    -3.0 + move1 * 3.0,
98                    3.0 + s_a.grip.0 / 1.2 + move1 * 18.0,
99                    -11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0,
100                );
101
102                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
103                    * Quaternion::rotation_y(-0.5 + move1 * 0.3)
104                    * Quaternion::rotation_z(move1 * 0.0);
105                next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.0)
106                    * Quaternion::rotation_y(0.5 + move1 * -0.3)
107                    * Quaternion::rotation_z(move2 * 1.0);
108
109                next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 0.8)
110                    * Quaternion::rotation_y(-0.1 + move1 * 0.1 + move2 * 1.0);
111
112                next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5);
113
114                next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.8);
115                next.torso.position = Vec3::new(0.0, 0.0, move1 * 6.4);
116            },
117            Some(ToolKind::Axe) => {
118                let (move1base, move2, move3) = match stage_section {
119                    Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
120                    Some(StageSection::Action) => (1.0, (anim_time), 0.0),
121                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
122                    _ => (0.0, 0.0, 0.0),
123                };
124                let pullback = 1.0 - move3;
125                let move1 = move1base * pullback;
126                let move2ret = move2 * pullback;
127
128                next.shoulder_r.orientation =
129                    Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
130                next.head.orientation = Quaternion::rotation_x(move2ret * 0.7)
131                    * Quaternion::rotation_y(move1 * 0.3)
132                    * Quaternion::rotation_z(move1 * -0.2 - move2ret * 0.5);
133
134                next.main.position = Vec3::new(0.0, 0.0, 0.0);
135                next.main.orientation = Quaternion::rotation_x(0.0);
136
137                next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
138                next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
139
140                next.hand_l.orientation = Quaternion::rotation_x(0.0);
141                next.hand_r.orientation = Quaternion::rotation_x(0.0);
142
143                next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
144                next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
145
146                next.control.position = Vec3::new(
147                    4.0 + move1 * -25.0,
148                    0.0 + s_a.grip.0 / 1.0 + move1 * -TAU,
149                    -s_a.grip.0 / 0.8 + move1 * 10.0,
150                );
151
152                next.control_l.orientation =
153                    Quaternion::rotation_x(PI / 2.0 + move1 * 0.3) * Quaternion::rotation_y(-0.0);
154                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
155                    * Quaternion::rotation_y(0.0)
156                    * Quaternion::rotation_z(0.0);
157                next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.2)
158                    * Quaternion::rotation_y(-1.8 + move1 * -1.0)
159                    * Quaternion::rotation_z(0.0 + move1 * -1.5);
160                next.upper_torso.orientation = Quaternion::rotation_y(move1 * -0.4);
161
162                next.lower_torso.orientation = Quaternion::rotation_y(move1 * 0.5);
163                next.torso.position = Vec3::new(move1 * -2.0, 0.0, 0.0);
164
165                next.leg_l.orientation = Quaternion::rotation_x(0.0);
166                next.leg_r.orientation = Quaternion::rotation_x(move1 * -0.5);
167                next.foot_r.orientation =
168                    Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_y(move1 * -0.2);
169                next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
170                next.torso.orientation = Quaternion::rotation_z(move2 * -TAU);
171            },
172            _ => {},
173        }
174
175        next
176    }
177}