veloren_voxygen_anim/biped_small/
beam.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedSmallSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use std::f32::consts::PI;
7
8pub struct BeamAnimation;
9
10type BeamAnimationDependency<'a> = (
11    Option<&'a str>,
12    Option<ToolKind>,
13    Vec3<f32>,
14    Vec3<f32>,
15    Vec3<f32>,
16    f32,
17    Vec3<f32>,
18    f32,
19    Option<StageSection>,
20    f32,
21);
22
23impl Animation for BeamAnimation {
24    type Dependency<'a> = BeamAnimationDependency<'a>;
25    type Skeleton = BipedSmallSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"biped_small_beam\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_beam")]
31
32    fn update_skeleton_inner(
33        skeleton: &Self::Skeleton,
34        (
35            ability_id,
36            _active_tool_kind,
37            velocity,
38            _orientation,
39            _last_ori,
40            _global_time,
41            _avg_vel,
42            _acc_vel,
43            stage_section,
44            _timer,
45        ): Self::Dependency<'_>,
46        anim_time: f32,
47        _rate: &mut f32,
48        s_a: &SkeletonAttr,
49    ) -> Self::Skeleton {
50        let mut next = (*skeleton).clone();
51        let speed = Vec2::<f32>::from(velocity).magnitude();
52
53        let fast = (anim_time * 10.0).sin();
54        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
55
56        let speednorm = speed / 9.4;
57        let speednormcancel = 1.0 - speednorm;
58
59        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
60        next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
61            * Quaternion::rotation_y(fast * 0.07 * speednormcancel);
62        next.chest.position = Vec3::new(
63            0.0,
64            s_a.chest.0,
65            s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
66        );
67
68        next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
69
70        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
71        next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
72            * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
73
74        next.main.position = Vec3::new(0.0, 0.0, 0.0);
75        next.main.orientation = Quaternion::rotation_x(0.0);
76
77        next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
78        next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
79
80        next.hand_l.orientation = Quaternion::rotation_x(0.0);
81        next.hand_r.orientation = Quaternion::rotation_x(0.0);
82
83        let (move1base, move2base, move3) = match stage_section {
84            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
85            Some(StageSection::Action) => (1.0, (anim_time * 4.0).sin(), 0.0),
86            Some(StageSection::Recover) => (1.0, 1.0, anim_time),
87            _ => (0.0, 0.0, 0.0),
88        };
89        let pullback = 1.0 - move3;
90        let move1abs = move1base * pullback;
91
92        next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
93        next.control_r.position = Vec3::new(
94            7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
95            -4.0 + move1abs * 0.0,
96            3.0 + move1abs * 10.0,
97        );
98        match ability_id {
99            Some("common.abilities.custom.dwarves.flamekeeper.flamethrower") => {
100                next.control.position = Vec3::new(
101                    -9.0,
102                    -1.0 + s_a.grip.2,
103                    -8.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
104                );
105
106                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
107                    * Quaternion::rotation_y(-0.3)
108                    * Quaternion::rotation_z(-0.3);
109                next.control_r.orientation =
110                    Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
111                        * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
112                        * Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
113
114                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
115                    * Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
116                    * Quaternion::rotation_z(0.5 + move1abs * 0.6);
117            },
118            _ => {
119                next.control.position = Vec3::new(
120                    -5.0,
121                    -1.0 + s_a.grip.2,
122                    -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
123                );
124
125                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
126                    * Quaternion::rotation_y(-0.3)
127                    * Quaternion::rotation_z(-0.3);
128                next.control_r.orientation =
129                    Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
130                        * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
131                        * Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
132
133                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
134                    * Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
135                    * Quaternion::rotation_z(0.5 + move1abs * 0.6);
136            },
137        }
138        next
139    }
140}