veloren_voxygen_anim/biped_small/
beam.rs1use 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", unsafe(export_name = "biped_small_beam"))]
31 fn update_skeleton_inner(
32 skeleton: &Self::Skeleton,
33 (
34 ability_id,
35 _active_tool_kind,
36 velocity,
37 _orientation,
38 _last_ori,
39 _global_time,
40 _avg_vel,
41 _acc_vel,
42 stage_section,
43 _timer,
44 ): Self::Dependency<'_>,
45 anim_time: f32,
46 _rate: &mut f32,
47 s_a: &SkeletonAttr,
48 ) -> Self::Skeleton {
49 let mut next = (*skeleton).clone();
50 let speed = Vec2::<f32>::from(velocity).magnitude();
51
52 let fast = (anim_time * 10.0).sin();
53 let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
54
55 let speednorm = speed / 9.4;
56 let speednormcancel = 1.0 - speednorm;
57
58 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
59 next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
60 * Quaternion::rotation_y(fast * 0.07 * speednormcancel);
61 next.chest.position = Vec3::new(
62 0.0,
63 s_a.chest.0,
64 s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
65 );
66
67 next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
68
69 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
70 next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
71 * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
72
73 next.main.position = Vec3::new(0.0, 0.0, 0.0);
74 next.main.orientation = Quaternion::rotation_x(0.0);
75
76 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
77 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
78
79 next.hand_l.orientation = Quaternion::rotation_x(0.0);
80 next.hand_r.orientation = Quaternion::rotation_x(0.0);
81
82 let (move1base, move2base, move3) = match stage_section {
83 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
84 Some(StageSection::Action) => (1.0, (anim_time * 4.0).sin(), 0.0),
85 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
86 _ => (0.0, 0.0, 0.0),
87 };
88 let pullback = 1.0 - move3;
89 let move1abs = move1base * pullback;
90
91 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
92 next.control_r.position = Vec3::new(
93 7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
94 -4.0 + move1abs * 0.0,
95 3.0 + move1abs * 10.0,
96 );
97 match ability_id {
98 Some("common.abilities.custom.dwarves.flamekeeper.flamethrower") => {
99 next.control.position = Vec3::new(
100 -9.0,
101 -1.0 + s_a.grip.2,
102 -8.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
103 );
104
105 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
106 * Quaternion::rotation_y(-0.3)
107 * Quaternion::rotation_z(-0.3);
108 next.control_r.orientation =
109 Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
110 * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
111 * Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
112
113 next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
114 * Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
115 * Quaternion::rotation_z(0.5 + move1abs * 0.6);
116 },
117 _ => {
118 next.control.position = Vec3::new(
119 -5.0,
120 -1.0 + s_a.grip.2,
121 -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
122 );
123
124 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
125 * Quaternion::rotation_y(-0.3)
126 * Quaternion::rotation_z(-0.3);
127 next.control_r.orientation =
128 Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
129 * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
130 * Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
131
132 next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
133 * Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
134 * Quaternion::rotation_z(0.5 + move1abs * 0.6);
135 },
136 }
137 next
138 }
139}