veloren_voxygen_anim/biped_large/
spin.rs1use 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 SpinAnimation;
9
10impl Animation for SpinAnimation {
11 type Dependency<'a> = (
12 Option<ToolKind>,
13 Option<ToolKind>,
14 f32,
15 Option<StageSection>,
16 );
17 type Skeleton = BipedLargeSkeleton;
18
19 #[cfg(feature = "use-dyn-lib")]
20 const UPDATE_FN: &'static [u8] = b"biped_large_spin\0";
21
22 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spin")]
23 fn update_skeleton_inner(
24 skeleton: &Self::Skeleton,
25 (active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency<'_>,
26 anim_time: f32,
27 rate: &mut f32,
28 s_a: &SkeletonAttr,
29 ) -> Self::Skeleton {
30 *rate = 1.0;
31 let mut next = (*skeleton).clone();
32
33 let lab: f32 = 1.0;
34
35 let (movement1, movement2, movement3) = match stage_section {
36 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
37 Some(StageSection::Action) => (1.0, anim_time.powf(1.8), 0.0),
38 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
39 _ => (0.0, 0.0, 0.0),
40 };
41
42 let foot = ((5.0 / (1.1 + 3.9 * ((anim_time * lab * 10.32).sin()).powi(2))).sqrt())
43 * ((anim_time * lab * 10.32).sin());
44
45 let decel = (anim_time * 16.0 * lab).min(PI / 2.0).sin();
46
47 let spin = (anim_time * 2.8 * lab).sin();
48 let spinhalf = (anim_time * 1.4 * lab).sin();
49
50 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
51
52 if let Some(ToolKind::Sword) = active_tool_kind {
53 next.main.position = Vec3::new(0.0, 0.0, 0.0);
54 next.main.orientation = Quaternion::rotation_x(0.0);
55
56 next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
57 next.hand_l.orientation =
58 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
59 next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
60 next.hand_r.orientation =
61 Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
62
63 next.control.position = Vec3::new(
64 s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0,
65 s_a.sc.1 + 0.0 + movement1 * 0.6 + movement3 * -10.0,
66 s_a.sc.2 + 5.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
67 );
68 next.control.orientation = Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
69 * Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0)
70 * Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * PI / 2.0);
71 next.head.position = Vec3::new(
72 0.0 + 2.0 + movement2 * -2.0,
73 2.0 + movement2 * -2.0 + s_a.head.0,
74 s_a.head.1,
75 );
76 next.head.orientation = Quaternion::rotation_z(movement2 * -0.4);
77
78 next.upper_torso.orientation = Quaternion::rotation_x(movement2 * 0.15)
79 * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1)
80 * Quaternion::rotation_z(
81 -1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5,
82 );
83
84 next.lower_torso.orientation = Quaternion::rotation_x(movement1 * 0.1)
85 * Quaternion::rotation_z(movement2.sin() * 1.5);
86
87 next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1)
88 * Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
89
90 next.torso.orientation = Quaternion::rotation_z(movement2 * std::f32::consts::TAU);
91 }
92
93 if let Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Dagger) = active_tool_kind {
94 next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
95 next.hand_l.orientation = Quaternion::rotation_x(1.27);
96 next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
97 next.hand_r.orientation = Quaternion::rotation_x(1.27);
98 next.main.position = Vec3::new(0.0, 6.0, -1.0);
99 next.main.orientation = Quaternion::rotation_x(-0.3)
100 * Quaternion::rotation_y(0.0)
101 * Quaternion::rotation_z(0.0);
102
103 next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
104 next.control.orientation = Quaternion::rotation_x(-1.7)
105 * Quaternion::rotation_y(0.2 + spin * -2.0)
106 * Quaternion::rotation_z(1.4 + spin * 0.1);
107 next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1);
108 next.head.orientation = Quaternion::rotation_z(spin * -0.25)
109 * Quaternion::rotation_x(0.0 + spin * -0.1)
110 * Quaternion::rotation_y(spin * -0.2);
111 next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
112 next.upper_torso.orientation = Quaternion::rotation_z(spin * 0.1)
113 * Quaternion::rotation_x(0.0 + spin * 0.1)
114 * Quaternion::rotation_y(decel * -0.2);
115
116 next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
117 next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3));
118
119 next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2);
120 next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2);
121
122 next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2);
123 next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
124 }
125
126 next
127 }
128}