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", export_name = "biped_small_dash")]
30
31    fn update_skeleton_inner(
32        skeleton: &Self::Skeleton,
33        (
34            ability_id,
35            velocity,
36            _orientation,
37            _last_ori,
38            _global_time,
39            _avg_vel,
40            _acc_vel,
41            stage_section,
42            _timer,
43        ): Self::Dependency<'_>,
44        anim_time: f32,
45        _rate: &mut f32,
46        s_a: &SkeletonAttr,
47    ) -> Self::Skeleton {
48        let mut next = (*skeleton).clone();
49        let speed = Vec2::<f32>::from(velocity).magnitude();
50
51        let fast = (anim_time * 10.0).sin();
52        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
53
54        let speednorm = speed / 9.4;
55        let speednormcancel = 1.0 - speednorm;
56
57        let (move1base, move2base, move3, move4) = match stage_section {
58            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
59            Some(StageSection::Charge) => (1.0, anim_time.powi(4), 0.0, 0.0),
60            Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
61            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
62            _ => (0.0, 0.0, 0.0, 0.0),
63        };
64        let pullback = 1.0 - move4;
65        let move1abs = move1base * pullback;
66        let move2abs = move2base * pullback;
67
68        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
69        next.head.orientation = Quaternion::rotation_x(move1abs * 0.6)
70            * Quaternion::rotation_z(move1abs * -0.0)
71            * Quaternion::rotation_y(move1abs * 0.3);
72        next.chest.orientation = Quaternion::rotation_x(move1abs * -0.8);
73
74        next.pants.orientation = Quaternion::rotation_x(move1abs * -0.2);
75        match ability_id {
76            Some("common.abilities.vampire.bloodmoon_heiress.dash") => {
77                next.main.position = Vec3::new(0.0, 4.0, -4.0);
78                next.main.orientation = Quaternion::rotation_x(0.0);
79                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
80                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
81                next.hand_l.orientation = Quaternion::rotation_x(0.0);
82                next.hand_r.orientation = Quaternion::rotation_x(0.0);
83
84                next.control_l.position = Vec3::new(1.0, 2.0, -2.0);
85                next.control_r.position = Vec3::new(3.0, 2.0, -2.0);
86                next.control.position = Vec3::new(
87                    -3.0,
88                    s_a.grip.2 + move1abs * -5.0,
89                    s_a.grip.2 / 5.0 + move1abs * 4.0,
90                );
91                next.control_l.orientation = Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7)
92                    * Quaternion::rotation_y(-0.3);
93                next.control_r.orientation =
94                    Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7)
95                        * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
96            },
97            Some("common.abilities.custom.ochre_legoom.dash") => {
98                next.main.position = Vec3::new(0.0, 3.0, 0.0);
99                next.main.orientation = Quaternion::rotation_x(0.0);
100
101                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
102                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
103
104                next.hand_l.orientation = Quaternion::rotation_x(0.0);
105                next.hand_r.orientation = Quaternion::rotation_x(0.0);
106
107                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
108                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
109                next.control.position = Vec3::new(
110                    -3.0,
111                    s_a.grip.2 + move1abs * -5.0,
112                    -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
113                );
114                next.control_l.orientation =
115                    Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
116                        * Quaternion::rotation_y(-0.3);
117                next.control_r.orientation = Quaternion::rotation_x(
118                    PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
119                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
120            },
121            Some("common.abilities.custom.cactid.dash") => {
122                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
123                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
124                next.main.position = Vec3::new(0.0, 0.0, 0.0);
125                next.main.orientation = Quaternion::rotation_x(0.0);
126                next.hand_l.orientation = Quaternion::rotation_x(0.0);
127                next.hand_r.orientation = Quaternion::rotation_x(0.0);
128                next.head.orientation = Quaternion::rotation_z(move3 * 1.0);
129                next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
130                    * Quaternion::rotation_z(move1abs * -1.2 + move2abs * 2.4);
131                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
132                next.hand_l.orientation = Quaternion::rotation_x(1.2);
133                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
134                next.hand_r.orientation = Quaternion::rotation_x(1.2);
135            },
136            _ => {
137                next.main.position = Vec3::new(0.0, 0.0, 0.0);
138                next.main.orientation = Quaternion::rotation_x(0.0);
139
140                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
141                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
142
143                next.hand_l.orientation = Quaternion::rotation_x(0.0);
144                next.hand_r.orientation = Quaternion::rotation_x(0.0);
145
146                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
147                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
148                next.control.position = Vec3::new(
149                    -3.0,
150                    s_a.grip.2 + move1abs * -5.0,
151                    -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
152                );
153                next.control_l.orientation =
154                    Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
155                        * Quaternion::rotation_y(-0.3);
156                next.control_r.orientation = Quaternion::rotation_x(
157                    PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
158                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
159            },
160        }
161
162        next.control.orientation = Quaternion::rotation_x(-1.35 + move1abs * 0.6)
163            * Quaternion::rotation_z(move1abs * 0.2)
164            * Quaternion::rotation_y(move2abs * 0.0);
165
166        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
167        next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
168            * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
169
170        next
171    }
172}