veloren_voxygen_anim/biped_large/
spritesummon.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{
6    comp::item::{AbilitySpec, ToolKind},
7    states::utils::StageSection,
8};
9use std::f32::consts::PI;
10
11pub struct SpriteSummonAnimation;
12
13type SpriteSummonAnimationDependency<'a> = (
14    Option<ToolKind>,
15    (Option<ToolKind>, Option<&'a AbilitySpec>),
16    f32,
17    f32,
18    Option<StageSection>,
19    Option<&'a str>,
20);
21impl Animation for SpriteSummonAnimation {
22    type Dependency<'a> = SpriteSummonAnimationDependency<'a>;
23    type Skeleton = BipedLargeSkeleton;
24
25    #[cfg(feature = "use-dyn-lib")]
26    const UPDATE_FN: &'static [u8] = b"biped_large_sprite_summon\0";
27
28    #[cfg_attr(
29        feature = "be-dyn-lib",
30        unsafe(export_name = "biped_large_sprite_summon")
31    )]
32    fn update_skeleton_inner(
33        skeleton: &Self::Skeleton,
34        (
35            active_tool_kind,
36            _second_tool_kind,
37            _global_time,
38            velocity,
39            stage_section,
40            ability_id,
41        ): Self::Dependency<'_>,
42        anim_time: f32,
43        rate: &mut f32,
44        s_a: &SkeletonAttr,
45    ) -> Self::Skeleton {
46        *rate = 1.0;
47        let mut next = (*skeleton).clone();
48
49        next.main.position = Vec3::new(0.0, 0.0, 0.0);
50        next.main.orientation = Quaternion::rotation_x(0.0);
51
52        next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
53        next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
54
55        next.hand_l.orientation = Quaternion::rotation_x(0.0);
56        next.hand_r.orientation = Quaternion::rotation_x(0.0);
57
58        match active_tool_kind {
59            Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Sceptre) => {
60                let (move1base, move2, move3) = match stage_section {
61                    Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
62                    Some(StageSection::Action) => (1.0, (anim_time), 0.0),
63                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
64                    _ => (0.0, 0.0, 0.0),
65                };
66                let pullback = 1.0 - move3;
67                let move1 = move1base * pullback;
68                let move2 = move2 * pullback;
69                let move2cyc = (move2 * 10.0).sin() * pullback;
70
71                next.shoulder_r.orientation =
72                    Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
73                next.shoulder_l.orientation =
74                    Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
75                next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
76                    * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);
77
78                next.main.position = Vec3::new(0.0, 0.0, 0.0);
79                next.main.orientation = Quaternion::rotation_x(0.0);
80
81                next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
82                next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
83
84                next.hand_l.orientation = Quaternion::rotation_x(0.0);
85                next.hand_r.orientation = Quaternion::rotation_x(0.0);
86
87                next.main.orientation = Quaternion::rotation_x(move2 * -0.5);
88
89                next.control_l.position =
90                    Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
91                next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);
92
93                next.control.position = Vec3::new(
94                    4.0 + move1 * 5.0 + move2 * 10.0,
95                    0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
96                    -s_a.grip.0 / 0.8 + move1 * -2.0,
97                );
98
99                next.control_l.orientation =
100                    Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
101                        * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
102                next.control_r.orientation =
103                    Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
104                        * Quaternion::rotation_y(move1 * 0.5)
105                        * Quaternion::rotation_z(0.0);
106                next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
107                    * Quaternion::rotation_y(-1.8 + move1 * -0.0)
108                    * Quaternion::rotation_z(0.0 + move1 * -2.5);
109
110                next.torso.position = Vec3::new(0.0, 0.0, 0.0);
111                next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
112                    * Quaternion::rotation_y(move2 * 0.1);
113
114                next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
115                    * Quaternion::rotation_y(move2 * -0.1);
116            },
117            Some(ToolKind::Natural) => match ability_id {
118                Some(
119                    "common.abilities.custom.harvester.ensnaringvines_sparse"
120                    | "common.abilities.custom.harvester.ensnaringvines_dense",
121                ) => {
122                    let (move1, move1pow, move2, move3) = match stage_section {
123                        Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.1), 0.0, 0.0),
124                        Some(StageSection::Action) => {
125                            (1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
126                        },
127                        Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
128                        _ => (0.0, 0.0, 0.0, 0.0),
129                    };
130
131                    let speed = Vec2::<f32>::from(velocity).magnitude();
132
133                    let pullback = 1.0 - move3;
134                    let move1 = move1 * pullback;
135                    let move1pow = move1pow * pullback;
136                    let move2 = move2 * pullback;
137
138                    next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
139                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
140                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
141
142                    let twist = move1 * 0.8 + move3 * -0.8;
143                    next.upper_torso.position = Vec3::new(
144                        0.0,
145                        s_a.upper_torso.0,
146                        s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
147                    );
148                    next.upper_torso.orientation =
149                        Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
150                            * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
151
152                    next.lower_torso.orientation =
153                        Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
154                            * Quaternion::rotation_z(-twist + move1 * 0.4);
155
156                    next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
157                    next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
158
159                    next.control.position = Vec3::new(
160                        -7.0 + move1pow * 7.0,
161                        0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
162                        -s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
163                    );
164
165                    next.control_l.orientation =
166                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
167                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
168                        * Quaternion::rotation_y(-1.0)
169                        * Quaternion::rotation_z(0.0);
170
171                    next.control.orientation =
172                        Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
173                            * Quaternion::rotation_y(-PI);
174
175                    next.shoulder_l.position =
176                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
177                    next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + move1pow * 1.6);
178                    next.shoulder_r.orientation =
179                        Quaternion::rotation_y(0.4) * Quaternion::rotation_x(0.4 + move1pow * 1.0);
180
181                    if speed == 0.0 {
182                        next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
183
184                        next.foot_l.position = Vec3::new(
185                            -s_a.foot.0,
186                            s_a.foot.1,
187                            s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
188                        );
189                        next.foot_l.orientation =
190                            Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
191                    }
192                },
193                Some("common.abilities.custom.minotaur.ironspike_targeted") => {
194                    let (move1base, move2, move3) = match stage_section {
195                        Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
196                        Some(StageSection::Action) => (1.0, (anim_time), 0.0),
197                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
198                        _ => (0.0, 0.0, 0.0),
199                    };
200                    let pullback = 1.0 - move3;
201                    let move1 = move1base * pullback;
202                    let move2 = move2 * pullback;
203                    let move2cyc = (move2 * 10.0).sin() * pullback;
204
205                    next.shoulder_r.orientation =
206                        Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
207                    next.shoulder_l.orientation =
208                        Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
209                    next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
210                        * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);
211
212                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
213                    next.main.orientation = Quaternion::rotation_x(0.0);
214
215                    next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
216                    next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
217
218                    next.hand_l.orientation = Quaternion::rotation_x(0.0);
219                    next.hand_r.orientation = Quaternion::rotation_x(0.0);
220
221                    next.main.orientation = Quaternion::rotation_x(move2 * -0.5);
222
223                    next.control_l.position =
224                        Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
225                    next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);
226
227                    next.control.position = Vec3::new(
228                        4.0 + move1 * 5.0 + move2 * 10.0,
229                        0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
230                        -s_a.grip.0 / 0.8 + move1 * -2.0,
231                    );
232
233                    next.control_l.orientation =
234                        Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
235                            * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
236                    next.control_r.orientation =
237                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
238                            * Quaternion::rotation_y(move1 * 0.5)
239                            * Quaternion::rotation_z(0.0);
240                    next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
241                        * Quaternion::rotation_y(-1.8 + move1 * -0.0)
242                        * Quaternion::rotation_z(0.0 + move1 * -2.5);
243
244                    next.torso.position = Vec3::new(0.0, 0.0, 0.0);
245                    next.upper_torso.orientation =
246                        Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
247                            * Quaternion::rotation_y(move2 * 0.1);
248
249                    next.lower_torso.orientation =
250                        Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
251                            * Quaternion::rotation_y(move2 * -0.1);
252                },
253                _ => {},
254            },
255            _ => {},
256        }
257        next
258    }
259}