veloren_voxygen_anim/biped_large/
summon.rs1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::{AbilitySpec, ToolKind},
7 states::utils::StageSection,
8};
9use core::f32::consts::PI;
10
11pub struct SummonAnimation;
12
13impl Animation for SummonAnimation {
14 type Dependency<'a> = (
15 Option<ToolKind>,
16 (Option<ToolKind>, Option<&'a AbilitySpec>),
17 Vec3<f32>,
18 f32,
19 Option<StageSection>,
20 f32,
21 Option<&'a str>,
22 );
23 type Skeleton = BipedLargeSkeleton;
24
25 #[cfg(feature = "use-dyn-lib")]
26 const UPDATE_FN: &'static [u8] = b"biped_large_summon\0";
27
28 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_summon")]
29 fn update_skeleton_inner(
30 skeleton: &Self::Skeleton,
31 (
32 active_tool_kind,
33 _second_tool_kind,
34 velocity,
35 _global_time,
36 stage_section,
37 acc_vel,
38 ability_id,
39 ): Self::Dependency<'_>,
40 anim_time: f32,
41 rate: &mut f32,
42 s_a: &SkeletonAttr,
43 ) -> Self::Skeleton {
44 *rate = 1.0;
45 let mut next = (*skeleton).clone();
46
47 let speed = Vec2::<f32>::from(velocity).magnitude();
48
49 let lab: f32 = 0.65 * s_a.tempo;
50 let speednorm = (speed / 12.0).powf(0.4);
51 let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
52 let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
53 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
54 * ((acc_vel * lab + PI * 1.4).sin());
55
56 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
57 * ((acc_vel * lab + PI * 0.4).sin());
58
59 let (move1base, move2base, move3) = match stage_section {
60 Some(StageSection::Buildup) => ((anim_time.powf(0.5)), 0.0, 0.0),
61 Some(StageSection::Action) => (1.0, (anim_time.powi(2)), 0.0),
62 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
63 _ => (0.0, 0.0, 0.0),
64 };
65 let pullback = 1.0 - move3;
66 let move1 = move1base * pullback;
67 let move2 = move2base * pullback;
68
69 next.torso.orientation = Quaternion::rotation_z(0.0);
70
71 next.main.position = Vec3::new(0.0, 0.0, 0.0);
72 next.main.orientation = Quaternion::rotation_x(0.0);
73
74 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
75 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
76
77 next.hand_l.orientation = Quaternion::rotation_x(0.0);
78 next.hand_r.orientation = Quaternion::rotation_x(0.0);
79
80 #[expect(clippy::single_match)]
81 match active_tool_kind {
82 Some(ToolKind::Staff) => {
83 next.shoulder_l.position = Vec3::new(
84 -s_a.shoulder.0,
85 s_a.shoulder.1,
86 s_a.shoulder.2 - foothorir * 1.0,
87 );
88 next.shoulder_l.orientation = Quaternion::rotation_x(
89 move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm,
90 );
91
92 next.shoulder_r.position = Vec3::new(
93 s_a.shoulder.0,
94 s_a.shoulder.1,
95 s_a.shoulder.2 - foothoril * 1.0,
96 );
97 next.shoulder_r.orientation = Quaternion::rotation_x(
98 move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
99 );
100 next.head.orientation = Quaternion::rotation_x(0.0);
101 next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
102 next.control_r.position = Vec3::new(
103 1.0 + move1 * 3.0 + move2 * 20.0,
104 2.0 + move1 * -5.0 + move2 * 5.0,
105 2.0 + move1 * 15.0 + move2 * 0.0,
106 );
107
108 next.control.position = Vec3::new(
109 -3.0 + move2 * 9.0,
110 3.0 + s_a.grip.0 / 1.2 + move1 * 15.0 + move2 * 2.0,
111 -11.0 + -s_a.grip.0 / 2.0 + move1 * 15.0 + move2 * -12.0,
112 );
113
114 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
115 * Quaternion::rotation_y(-0.5 + move2 * -0.4)
116 * Quaternion::rotation_z(move1 * 0.0);
117 next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.2)
118 * Quaternion::rotation_y(0.5 + move1 * 0.5 + move2 * 0.0)
119 * Quaternion::rotation_z(move1 * 0.5 + move2 * 0.8);
120
121 next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
122 * Quaternion::rotation_y(-0.1 + move2 * -0.8);
123 },
124 Some(ToolKind::Sceptre) => {
125 next.shoulder_l.position = Vec3::new(
126 -s_a.shoulder.0,
127 s_a.shoulder.1,
128 s_a.shoulder.2 - foothorir * 1.0,
129 );
130 next.shoulder_l.orientation = Quaternion::rotation_x(
131 move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm,
132 );
133
134 next.shoulder_r.position = Vec3::new(
135 s_a.shoulder.0,
136 s_a.shoulder.1,
137 s_a.shoulder.2 - foothoril * 1.0,
138 );
139 next.shoulder_r.orientation = Quaternion::rotation_x(
140 move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
141 );
142 next.head.orientation = Quaternion::rotation_x(0.0);
143 next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
144 next.control_r.position = Vec3::new(
145 1.0 + move1 * 3.0 + move2 * 20.0,
146 2.0 + move1 * -5.0 + move2 * 5.0,
147 2.0 + move1 * 15.0 + move2 * 0.0,
148 );
149
150 next.control.position = Vec3::new(
151 -3.0 + move2 * 9.0,
152 3.0 + s_a.grip.0 / 1.2 + move1 * 8.0 + move2 * 2.0,
153 -11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0 + move2 * -12.0,
154 );
155
156 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
157 * Quaternion::rotation_y(-0.5 + move2 * -0.4)
158 * Quaternion::rotation_z(move1 * 0.0);
159 next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.2)
160 * Quaternion::rotation_y(0.5 + move1 * 0.5 + move2 * 0.0)
161 * Quaternion::rotation_z(move1 * 0.5 + move2 * 0.8);
162
163 next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
164 * Quaternion::rotation_y(-0.1 + move2 * -0.8);
165 },
166 Some(ToolKind::Natural) => match ability_id {
167 Some("common.abilities.custom.tidalwarrior.totem") => {
168 let (move1base, move2base, move3) = match stage_section {
169 Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
170 Some(StageSection::Action) => (1.0, (anim_time * 30.0).sin(), 0.0),
171 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
172 _ => (0.0, 0.0, 0.0),
173 };
174 let pullback = 1.0 - move3;
175 let move1 = move1base * pullback;
176 let move2 = move2base * pullback;
177 next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
178 next.upper_torso.position =
179 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
180
181 next.lower_torso.position =
182 Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
183
184 next.head.position =
185 Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
186 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
187 * Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
188 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
189 * Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
190 next.head.orientation =
191 Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move2 * 0.02);
192 next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
193 * Quaternion::rotation_y(move2 * -0.02);
194 next.lower_torso.orientation =
195 Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_y(move2 * 0.02);
196 next.hand_l.position = Vec3::new(
197 -14.0 + move1 * -5.0,
198 2.0 + move1 * -2.0,
199 -4.0 + move1 * 12.0,
200 );
201 next.hand_r.position =
202 Vec3::new(14.0 + move1 * 5.0, 2.0 + move1 * -2.0, -4.0 + move1 * 12.0);
203
204 next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
205 * Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
206 * Quaternion::rotation_z(-0.35);
207 next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
208 * Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
209 * Quaternion::rotation_z(0.35);
210 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
211 next.leg_l.orientation =
212 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
213
214 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
215 next.foot_l.position =
216 Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
217 next.foot_r.position =
218 Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
219 next.leg_r.orientation =
220 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
221 next.foot_l.orientation =
222 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
223 next.foot_r.orientation =
224 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
225 },
226 _ => {},
227 },
228 Some(ToolKind::Axe) => match ability_id {
229 Some("common.abilities.custom.gigas_frost.frost_summons") => {
230 next.shoulder_l.position = Vec3::new(
231 -s_a.shoulder.0,
232 s_a.shoulder.1,
233 s_a.shoulder.2 - foothorir * 1.0,
234 );
235 next.shoulder_l.orientation =
236 Quaternion::rotation_x(move1 * 2.7 + 0.1 * speednorm)
237 * Quaternion::rotation_y(move1 * 0.7 + 0.1 * speednorm);
238 next.head.orientation = Quaternion::rotation_x(0.0);
239 next.hand_l.position = Vec3::new(
240 -14.0 + move1 * -5.0,
241 2.0 + move1 * -2.0,
242 -2.0 + move1 * 6.0 + move2 * 4.0,
243 );
244 next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
245 next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 2.2)
246 * Quaternion::rotation_y(move1 * 0.1)
247 * Quaternion::rotation_z(-0.35);
248 next.hand_r.orientation =
249 Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
250 next.main.position = Vec3::new(14.0, 2.0, -4.0);
251 next.main.orientation =
252 Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
253 },
254 _ => {},
255 },
256 Some(ToolKind::Hammer) => match ability_id {
257 Some("common.abilities.custom.dwarves.forgemaster.summon_iron_dwarf") => {
258 next.main.position = Vec3::new(-10.0, -8.0, 12.0);
259 next.main.orientation =
260 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
261 next.hand_l.position = Vec3::new(
262 -s_a.hand.0 - 3.0 * move1,
263 s_a.hand.1 + 4.0,
264 s_a.hand.2 + 6.0 * move1,
265 );
266 next.hand_r.position = Vec3::new(
267 s_a.hand.0 + 3.0 * move1,
268 s_a.hand.1 + 4.0,
269 s_a.hand.2 + 6.0 * move1,
270 );
271 next.shoulder_l.orientation =
272 Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * 0.5);
273 next.shoulder_r.orientation =
274 Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * -0.5);
275 next.head.orientation = Quaternion::rotation_x(move1 * 0.25 + move2 * -0.25)
276 * Quaternion::rotation_z(move1 * 0.25);
277 next.hand_l.orientation =
278 Quaternion::rotation_x(move1 * 1.0) * Quaternion::rotation_y(move1 * 1.4);
279 next.hand_r.orientation =
280 Quaternion::rotation_x(move1 * 1.0) * Quaternion::rotation_y(move1 * -1.4);
281 next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3);
282 next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3);
283 },
284 _ => {},
285 },
286 _ => {},
287 }
288
289 next
290 }
291}