veloren_voxygen_anim/biped_large/
rapidmelee.rs1use 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 Option<&'a str>,
19 );
20 type Skeleton = BipedLargeSkeleton;
21
22 #[cfg(feature = "use-dyn-lib")]
23 const UPDATE_FN: &'static [u8] = b"biped_large_rapidmelee\0";
24
25 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_large_rapidmelee"))]
26 fn update_skeleton_inner(
27 skeleton: &Self::Skeleton,
28 (
29 active_tool_kind,
30 _second_tool_kind,
31 velocity,
32 _global_time,
33 stage_section,
34 acc_vel,
35 _ability_id,
36 ): Self::Dependency<'_>,
37 anim_time: f32,
38 rate: &mut f32,
39 s_a: &SkeletonAttr,
40 ) -> Self::Skeleton {
41 *rate = 1.0;
42 let mut next = (*skeleton).clone();
43
44 let speed = Vec2::<f32>::from(velocity).magnitude();
45
46 let lab: f32 = 0.65 * s_a.tempo;
47 let speednorm = (speed / 12.0).powf(0.4);
48 let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
49 let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
50 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
51 * ((acc_vel * lab + PI * 1.4).sin());
52
53 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
54 * ((acc_vel * lab + PI * 0.4).sin());
55
56 let (move1base, move2, move3) = match stage_section {
57 Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
58 Some(StageSection::Action) => (1.0, (anim_time * 0.05).sin() - 0.05, 0.0),
59 Some(StageSection::Recover) => (1.0, 0.0, anim_time),
60 _ => (0.0, 0.0, 0.0),
61 };
62 let pullback = 1.0 - move3;
63 let move1 = move1base * pullback;
64
65 next.shoulder_l.position = Vec3::new(
66 -s_a.shoulder.0,
67 s_a.shoulder.1,
68 s_a.shoulder.2 - foothorir * 1.0,
69 );
70 next.shoulder_l.orientation =
71 Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
72
73 next.shoulder_r.position = Vec3::new(
74 s_a.shoulder.0,
75 s_a.shoulder.1,
76 s_a.shoulder.2 - foothoril * 1.0,
77 );
78 next.shoulder_r.orientation =
79 Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
80 next.torso.orientation = Quaternion::rotation_z(0.0);
81
82 next.main.position = Vec3::new(0.0, 0.0, 0.0);
83 next.main.orientation = Quaternion::rotation_x(0.0);
84
85 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
86 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
87
88 next.hand_l.orientation = Quaternion::rotation_x(0.0);
89 next.hand_r.orientation = Quaternion::rotation_x(0.0);
90
91 match active_tool_kind {
92 Some(ToolKind::Staff) => {
93 next.head.orientation = Quaternion::rotation_x(move1 * -0.3 + move2 * 0.5);
94 next.control_l.position = Vec3::new(
95 -1.0 + move1 * -10.0 + move2 * -10.0,
96 3.0,
97 12.0 + move1 * 7.0,
98 );
99 next.control_r.position = Vec3::new(
100 1.0 + move1 * 10.0 + move2 * -10.0,
101 2.0 + move1 * -0.0,
102 2.0 + move1 * 15.0,
103 );
104
105 next.control.position = Vec3::new(
106 -3.0 + move1 * 3.0,
107 3.0 + s_a.grip.0 / 1.2 + move1 * 18.0,
108 -11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0,
109 );
110
111 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
112 * Quaternion::rotation_y(-0.5 + move1 * 0.3)
113 * Quaternion::rotation_z(move1 * 0.0);
114 next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.0)
115 * Quaternion::rotation_y(0.5 + move1 * -0.3)
116 * Quaternion::rotation_z(move2 * 1.0);
117
118 next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 0.8)
119 * Quaternion::rotation_y(-0.1 + move1 * 0.1 + move2 * 1.0);
120
121 next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5);
122
123 next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.8);
124 next.torso.position = Vec3::new(0.0, 0.0, move1 * 6.4);
125 },
126 Some(ToolKind::Axe) => {
127 let (move1base, move2, move3) = match stage_section {
128 Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
129 Some(StageSection::Action) => (1.0, (anim_time), 0.0),
130 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
131 _ => (0.0, 0.0, 0.0),
132 };
133 let pullback = 1.0 - move3;
134 let move1 = move1base * pullback;
135 let move2ret = move2 * pullback;
136
137 next.shoulder_r.orientation =
138 Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
139 next.head.orientation = Quaternion::rotation_x(move2ret * 0.7)
140 * Quaternion::rotation_y(move1 * 0.3)
141 * Quaternion::rotation_z(move1 * -0.2 - move2ret * 0.5);
142
143 next.main.position = Vec3::new(0.0, 0.0, 0.0);
144 next.main.orientation = Quaternion::rotation_x(0.0);
145
146 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
147 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
148
149 next.hand_l.orientation = Quaternion::rotation_x(0.0);
150 next.hand_r.orientation = Quaternion::rotation_x(0.0);
151
152 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
153 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
154
155 next.control.position = Vec3::new(
156 4.0 + move1 * -25.0,
157 0.0 + s_a.grip.0 / 1.0 + move1 * -TAU,
158 -s_a.grip.0 / 0.8 + move1 * 10.0,
159 );
160
161 next.control_l.orientation =
162 Quaternion::rotation_x(PI / 2.0 + move1 * 0.3) * Quaternion::rotation_y(-0.0);
163 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
164 * Quaternion::rotation_y(0.0)
165 * Quaternion::rotation_z(0.0);
166 next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.2)
167 * Quaternion::rotation_y(-1.8 + move1 * -1.0)
168 * Quaternion::rotation_z(0.0 + move1 * -1.5);
169 next.upper_torso.orientation = Quaternion::rotation_y(move1 * -0.4);
170
171 next.lower_torso.orientation = Quaternion::rotation_y(move1 * 0.5);
172 next.torso.position = Vec3::new(move1 * -2.0, 0.0, 0.0);
173
174 next.leg_l.orientation = Quaternion::rotation_x(0.0);
175 next.leg_r.orientation = Quaternion::rotation_x(move1 * -0.5);
176 next.foot_r.orientation =
177 Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_y(move1 * -0.2);
178 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
179 next.torso.orientation = Quaternion::rotation_z(move2 * -TAU);
180 },
181 _ => {},
182 }
183
184 next
185 }
186}