veloren_voxygen_anim/biped_large/
selfbuff.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 SelfBuffAnimation;
12
13impl Animation for SelfBuffAnimation {
14 type Dependency<'a> = (
15 (Option<ToolKind>, Option<&'a AbilitySpec>),
16 (Option<ToolKind>, Option<&'a AbilitySpec>),
17 Vec3<f32>,
18 f32,
19 Option<StageSection>,
20 f32,
21 );
22 type Skeleton = BipedLargeSkeleton;
23
24 #[cfg(feature = "use-dyn-lib")]
25 const UPDATE_FN: &'static [u8] = b"biped_large_selfbuff\0";
26
27 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_selfbuff")]
28 fn update_skeleton_inner(
29 skeleton: &Self::Skeleton,
30 (
31 (active_tool_kind, active_tool_spec),
32 _second_tool,
33 velocity,
34 _global_time,
35 stage_section,
36 acc_vel,
37 ): Self::Dependency<'_>,
38 anim_time: f32,
39 rate: &mut f32,
40 s_a: &SkeletonAttr,
41 ) -> Self::Skeleton {
42 *rate = 1.0;
43 let mut next = (*skeleton).clone();
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 let (move1base, movement3, tensionbase, tension2base) = match stage_section {
56 Some(StageSection::Buildup) => (
57 (anim_time.powf(0.25)).min(1.0),
58 0.0,
59 (anim_time * 10.0).sin(),
60 0.0,
61 ),
62 Some(StageSection::Action) => {
63 (1.0, 0.0, (anim_time * 30.0).sin(), (anim_time * 12.0).sin())
64 },
65 Some(StageSection::Recover) => (1.0, anim_time.powi(4), 1.0, 1.0),
66 _ => (0.0, 0.0, 0.0, 0.0),
67 };
68
69 let pullback = 1.0 - movement3;
70 let move1 = move1base * pullback;
71 let tension = tensionbase * pullback;
72 let tension2 = tension2base * pullback;
73
74 next.second.position = Vec3::new(0.0, 0.0, 0.0);
75 next.second.orientation = Quaternion::rotation_x(0.0);
76 next.shoulder_l.position = Vec3::new(
77 -s_a.shoulder.0,
78 s_a.shoulder.1,
79 s_a.shoulder.2 - foothorir * 1.0,
80 );
81 next.shoulder_l.orientation =
82 Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
83
84 next.shoulder_r.position = Vec3::new(
85 s_a.shoulder.0,
86 s_a.shoulder.1,
87 s_a.shoulder.2 - foothoril * 1.0,
88 );
89 next.shoulder_r.orientation =
90 Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
91 next.torso.orientation = Quaternion::rotation_z(0.0);
92
93 next.main.position = Vec3::new(0.0, 0.0, 0.0);
94 next.main.orientation = Quaternion::rotation_x(0.0);
95
96 next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
97 next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
98
99 next.hand_l.orientation = Quaternion::rotation_x(0.0);
100 next.hand_r.orientation = Quaternion::rotation_x(0.0);
101
102 #[expect(clippy::single_match)]
104 match active_tool_kind {
105 Some(ToolKind::Axe | ToolKind::Hammer) => {
106 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
107 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
108
109 next.control.position = Vec3::new(
110 4.0 + move1 * -20.0 + tension2 * 5.0,
111 0.0 + s_a.grip.0 / 1.0 + move1 * -5.0,
112 -s_a.grip.0 / 0.8 + move1 * 5.0,
113 );
114 next.jaw.orientation = Quaternion::rotation_x(move1 * -0.3 + tension2 * -0.15);
115 next.head.orientation =
116 Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_z(tension2 * 0.5);
117 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.2)
118 * Quaternion::rotation_y(move1 * -1.0);
119 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.2)
120 * Quaternion::rotation_y(0.0)
121 * Quaternion::rotation_z(0.0);
122
123 next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * 1.0)
124 * Quaternion::rotation_y(-1.8 + move1 * 1.2 + tension * 0.09)
125 * Quaternion::rotation_z(move1 * 1.5);
126 next.shoulder_l.orientation =
127 Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_y(move1 * 0.5);
128 next.shoulder_r.orientation =
129 Quaternion::rotation_x(move1 * 0.6) * Quaternion::rotation_y(move1 * 0.4);
130 next.upper_torso.orientation = Quaternion::rotation_z(tension2 * -0.08);
131 next.lower_torso.orientation = Quaternion::rotation_z(tension2 * 0.08);
132 },
133 Some(ToolKind::Natural) => {
134 if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
135 match spec.as_str() {
136 "Minotaur" => {
137 next.upper_torso.orientation =
138 Quaternion::rotation_x(move1 * -0.1 + tension2 * 0.05);
139 next.lower_torso.orientation =
140 Quaternion::rotation_x(move1 * 0.1 + tension2 * -0.05);
141
142 next.head.orientation =
143 Quaternion::rotation_x(move1 * 0.8 + tension2 * -0.1)
144 * Quaternion::rotation_y(tension2 * -0.1);
145
146 next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
147 next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
148 next.weapon_l.position = Vec3::new(
149 -12.0 + move1 * -15.0,
150 -6.0 + move1 * 13.0,
151 -18.0 + move1 * 16.0 + tension2 * 3.0,
152 );
153 next.weapon_r.position = Vec3::new(
154 12.0 + move1 * 1.0,
155 -6.0 + move1 * 7.0 + tension * 0.3,
156 -18.0 + move1 * -2.0,
157 );
158 next.second.scale = Vec3::one() * 1.0;
159
160 next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 1.9)
161 * Quaternion::rotation_y(move1 * 0.25 + tension2 * 0.06)
162 * Quaternion::rotation_z(move1 * 1.3);
163 next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.8)
164 * Quaternion::rotation_y(move1 * -0.85 + tension * 0.12)
165 * Quaternion::rotation_z(move1 * 0.7);
166
167 next.control_l.orientation =
168 Quaternion::rotation_x(PI / 2.0 + move1 * 0.1)
169 * Quaternion::rotation_y(0.0);
170 next.control_r.orientation =
171 Quaternion::rotation_x(PI / 2.0 + move1 * 0.1)
172 * Quaternion::rotation_y(0.0);
173
174 next.control.orientation =
175 Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
176 next.shoulder_l.orientation =
177 Quaternion::rotation_x(-0.3 + move1 * 2.2 + tension2 * 0.17)
178 * Quaternion::rotation_y(move1 * 0.95);
179
180 next.shoulder_r.orientation =
181 Quaternion::rotation_x(-0.3 + move1 * 0.1)
182 * Quaternion::rotation_y(move1 * -0.35);
183 },
184 _ => {},
185 }
186 }
187 },
188 _ => {},
189 }
190
191 next
192 }
193}