veloren_voxygen_anim/biped_large/
spritesummon.rs1use 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(feature = "be-dyn-lib", export_name = "biped_large_sprite_summon")]
29 fn update_skeleton_inner(
30 skeleton: &Self::Skeleton,
31 (
32 active_tool_kind,
33 _second_tool_kind,
34 _global_time,
35 velocity,
36 stage_section,
37 ability_id,
38 ): Self::Dependency<'_>,
39 anim_time: f32,
40 rate: &mut f32,
41 s_a: &SkeletonAttr,
42 ) -> Self::Skeleton {
43 *rate = 1.0;
44 let mut next = (*skeleton).clone();
45
46 next.main.position = Vec3::new(0.0, 0.0, 0.0);
47 next.main.orientation = Quaternion::rotation_x(0.0);
48
49 next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
50 next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
51
52 next.hand_l.orientation = Quaternion::rotation_x(0.0);
53 next.hand_r.orientation = Quaternion::rotation_x(0.0);
54
55 match active_tool_kind {
56 Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Sceptre) => {
57 let (move1base, move2, move3) = match stage_section {
58 Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
59 Some(StageSection::Action) => (1.0, (anim_time), 0.0),
60 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
61 _ => (0.0, 0.0, 0.0),
62 };
63 let pullback = 1.0 - move3;
64 let move1 = move1base * pullback;
65 let move2 = move2 * pullback;
66 let move2cyc = (move2 * 10.0).sin() * pullback;
67
68 next.shoulder_r.orientation =
69 Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
70 next.shoulder_l.orientation =
71 Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
72 next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
73 * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);
74
75 next.main.position = Vec3::new(0.0, 0.0, 0.0);
76 next.main.orientation = Quaternion::rotation_x(0.0);
77
78 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
79 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
80
81 next.hand_l.orientation = Quaternion::rotation_x(0.0);
82 next.hand_r.orientation = Quaternion::rotation_x(0.0);
83
84 next.main.orientation = Quaternion::rotation_x(move2 * -0.5);
85
86 next.control_l.position =
87 Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
88 next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);
89
90 next.control.position = Vec3::new(
91 4.0 + move1 * 5.0 + move2 * 10.0,
92 0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
93 -s_a.grip.0 / 0.8 + move1 * -2.0,
94 );
95
96 next.control_l.orientation =
97 Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
98 * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
99 next.control_r.orientation =
100 Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
101 * Quaternion::rotation_y(move1 * 0.5)
102 * Quaternion::rotation_z(0.0);
103 next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
104 * Quaternion::rotation_y(-1.8 + move1 * -0.0)
105 * Quaternion::rotation_z(0.0 + move1 * -2.5);
106
107 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
108 next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
109 * Quaternion::rotation_y(move2 * 0.1);
110
111 next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
112 * Quaternion::rotation_y(move2 * -0.1);
113 },
114 Some(ToolKind::Natural) => match ability_id {
115 Some(
116 "common.abilities.custom.harvester.ensnaringvines_sparse"
117 | "common.abilities.custom.harvester.ensnaringvines_dense",
118 ) => {
119 let (move1, move1pow, move2, move3) = match stage_section {
120 Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.1), 0.0, 0.0),
121 Some(StageSection::Action) => {
122 (1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
123 },
124 Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
125 _ => (0.0, 0.0, 0.0, 0.0),
126 };
127
128 let speed = Vec2::<f32>::from(velocity).magnitude();
129
130 let pullback = 1.0 - move3;
131 let move1 = move1 * pullback;
132 let move1pow = move1pow * pullback;
133 let move2 = move2 * pullback;
134
135 next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
136 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
137 next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
138
139 let twist = move1 * 0.8 + move3 * -0.8;
140 next.upper_torso.position = Vec3::new(
141 0.0,
142 s_a.upper_torso.0,
143 s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
144 );
145 next.upper_torso.orientation =
146 Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
147 * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
148
149 next.lower_torso.orientation =
150 Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
151 * Quaternion::rotation_z(-twist + move1 * 0.4);
152
153 next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
154 next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
155
156 next.control.position = Vec3::new(
157 -7.0 + move1pow * 7.0,
158 0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
159 -s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
160 );
161
162 next.control_l.orientation =
163 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
164 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
165 * Quaternion::rotation_y(-1.0)
166 * Quaternion::rotation_z(0.0);
167
168 next.control.orientation =
169 Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
170 * Quaternion::rotation_y(-PI);
171
172 next.shoulder_l.position =
173 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
174 next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + move1pow * 1.6);
175 next.shoulder_r.orientation =
176 Quaternion::rotation_y(0.4) * Quaternion::rotation_x(0.4 + move1pow * 1.0);
177
178 if speed == 0.0 {
179 next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
180
181 next.foot_l.position = Vec3::new(
182 -s_a.foot.0,
183 s_a.foot.1,
184 s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
185 );
186 next.foot_l.orientation =
187 Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
188 }
189 },
190 Some("common.abilities.custom.minotaur.ironspike_targeted") => {
191 let (move1base, move2, move3) = match stage_section {
192 Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
193 Some(StageSection::Action) => (1.0, (anim_time), 0.0),
194 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
195 _ => (0.0, 0.0, 0.0),
196 };
197 let pullback = 1.0 - move3;
198 let move1 = move1base * pullback;
199 let move2 = move2 * pullback;
200 let move2cyc = (move2 * 10.0).sin() * pullback;
201
202 next.shoulder_r.orientation =
203 Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
204 next.shoulder_l.orientation =
205 Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
206 next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
207 * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);
208
209 next.main.position = Vec3::new(0.0, 0.0, 0.0);
210 next.main.orientation = Quaternion::rotation_x(0.0);
211
212 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
213 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
214
215 next.hand_l.orientation = Quaternion::rotation_x(0.0);
216 next.hand_r.orientation = Quaternion::rotation_x(0.0);
217
218 next.main.orientation = Quaternion::rotation_x(move2 * -0.5);
219
220 next.control_l.position =
221 Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
222 next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);
223
224 next.control.position = Vec3::new(
225 4.0 + move1 * 5.0 + move2 * 10.0,
226 0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
227 -s_a.grip.0 / 0.8 + move1 * -2.0,
228 );
229
230 next.control_l.orientation =
231 Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
232 * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
233 next.control_r.orientation =
234 Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
235 * Quaternion::rotation_y(move1 * 0.5)
236 * Quaternion::rotation_z(0.0);
237 next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
238 * Quaternion::rotation_y(-1.8 + move1 * -0.0)
239 * Quaternion::rotation_z(0.0 + move1 * -2.5);
240
241 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
242 next.upper_torso.orientation =
243 Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
244 * Quaternion::rotation_y(move2 * 0.1);
245
246 next.lower_torso.orientation =
247 Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
248 * Quaternion::rotation_y(move2 * -0.1);
249 },
250 _ => {},
251 },
252 _ => {},
253 }
254 next
255 }
256}