veloren_voxygen_anim/biped_small/
dash.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedSmallSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use std::f32::consts::PI;
7
8pub struct DashAnimation;
9
10type DashAnimationDependency<'a> = (
11    Option<&'a str>,
12    Vec3<f32>,
13    Vec3<f32>,
14    Vec3<f32>,
15    f32,
16    Vec3<f32>,
17    f32,
18    Option<StageSection>,
19    f32,
20);
21
22impl Animation for DashAnimation {
23    type Dependency<'a> = DashAnimationDependency<'a>;
24    type Skeleton = BipedSmallSkeleton;
25
26    #[cfg(feature = "use-dyn-lib")]
27    const UPDATE_FN: &'static [u8] = b"biped_small_dash\0";
28
29    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_dash"))]
30    fn update_skeleton_inner(
31        skeleton: &Self::Skeleton,
32        (
33            ability_id,
34            velocity,
35            _orientation,
36            _last_ori,
37            _global_time,
38            _avg_vel,
39            _acc_vel,
40            stage_section,
41            _timer,
42        ): Self::Dependency<'_>,
43        anim_time: f32,
44        _rate: &mut f32,
45        s_a: &SkeletonAttr,
46    ) -> Self::Skeleton {
47        let mut next = (*skeleton).clone();
48        let speed = Vec2::<f32>::from(velocity).magnitude();
49
50        let fast = (anim_time * 10.0).sin();
51        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
52
53        let speednorm = speed / 9.4;
54        let speednormcancel = 1.0 - speednorm;
55
56        let (move1base, move2base, move3, move4) = match stage_section {
57            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
58            Some(StageSection::Charge) => (1.0, anim_time.powi(4), 0.0, 0.0),
59            Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
60            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
61            _ => (0.0, 0.0, 0.0, 0.0),
62        };
63        let pullback = 1.0 - move4;
64        let move1abs = move1base * pullback;
65        let move2abs = move2base * pullback;
66
67        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
68        next.head.orientation = Quaternion::rotation_x(move1abs * 0.6)
69            * Quaternion::rotation_z(move1abs * -0.0)
70            * Quaternion::rotation_y(move1abs * 0.3);
71        next.chest.orientation = Quaternion::rotation_x(move1abs * -0.8);
72
73        next.pants.orientation = Quaternion::rotation_x(move1abs * -0.2);
74        match ability_id {
75            Some("common.abilities.vampire.bloodmoon_heiress.dash") => {
76                next.main.position = Vec3::new(0.0, 4.0, -4.0);
77                next.main.orientation = Quaternion::rotation_x(0.0);
78                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
79                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
80                next.hand_l.orientation = Quaternion::rotation_x(0.0);
81                next.hand_r.orientation = Quaternion::rotation_x(0.0);
82
83                next.control_l.position = Vec3::new(1.0, 2.0, -2.0);
84                next.control_r.position = Vec3::new(3.0, 2.0, -2.0);
85                next.control.position = Vec3::new(
86                    -3.0,
87                    s_a.grip.2 + move1abs * -5.0,
88                    s_a.grip.2 / 5.0 + move1abs * 4.0,
89                );
90                next.control_l.orientation = Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7)
91                    * Quaternion::rotation_y(-0.3);
92                next.control_r.orientation =
93                    Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7)
94                        * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
95            },
96            Some("common.abilities.custom.ochre_legoom.dash") => {
97                next.main.position = Vec3::new(0.0, 3.0, 0.0);
98                next.main.orientation = Quaternion::rotation_x(0.0);
99
100                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
101                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
102
103                next.hand_l.orientation = Quaternion::rotation_x(0.0);
104                next.hand_r.orientation = Quaternion::rotation_x(0.0);
105
106                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
107                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
108                next.control.position = Vec3::new(
109                    -3.0,
110                    s_a.grip.2 + move1abs * -5.0,
111                    -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
112                );
113                next.control_l.orientation =
114                    Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
115                        * Quaternion::rotation_y(-0.3);
116                next.control_r.orientation = Quaternion::rotation_x(
117                    PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
118                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
119            },
120            Some("common.abilities.custom.cactid.dash") => {
121                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
122                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
123                next.main.position = Vec3::new(0.0, 0.0, 0.0);
124                next.main.orientation = Quaternion::rotation_x(0.0);
125                next.hand_l.orientation = Quaternion::rotation_x(0.0);
126                next.hand_r.orientation = Quaternion::rotation_x(0.0);
127                next.head.orientation = Quaternion::rotation_z(move3 * 1.0);
128                next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
129                    * Quaternion::rotation_z(move1abs * -1.2 + move2abs * 2.4);
130                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
131                next.hand_l.orientation = Quaternion::rotation_x(1.2);
132                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
133                next.hand_r.orientation = Quaternion::rotation_x(1.2);
134            },
135            _ => {
136                next.main.position = Vec3::new(0.0, 0.0, 0.0);
137                next.main.orientation = Quaternion::rotation_x(0.0);
138
139                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
140                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
141
142                next.hand_l.orientation = Quaternion::rotation_x(0.0);
143                next.hand_r.orientation = Quaternion::rotation_x(0.0);
144
145                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
146                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
147                next.control.position = Vec3::new(
148                    -3.0,
149                    s_a.grip.2 + move1abs * -5.0,
150                    -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
151                );
152                next.control_l.orientation =
153                    Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
154                        * Quaternion::rotation_y(-0.3);
155                next.control_r.orientation = Quaternion::rotation_x(
156                    PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
157                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
158            },
159        }
160
161        next.control.orientation = Quaternion::rotation_x(-1.35 + move1abs * 0.6)
162            * Quaternion::rotation_z(move1abs * 0.2)
163            * Quaternion::rotation_y(move2abs * 0.0);
164
165        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
166        next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
167            * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
168
169        next
170    }
171}