veloren_voxygen_anim/biped_small/
leapmelee.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedSmallSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use core::f32::consts::PI;
7
8pub struct LeapAnimation;
9
10impl Animation for LeapAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        Vec3<f32>,
15        f32,
16        Option<StageSection>,
17    );
18    type Skeleton = BipedSmallSkeleton;
19
20    #[cfg(feature = "use-dyn-lib")]
21    const UPDATE_FN: &'static [u8] = b"biped_small_leapmelee\0";
22
23    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_leapmelee")]
24    fn update_skeleton_inner(
25        skeleton: &Self::Skeleton,
26        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency<'_>,
27        anim_time: f32,
28        rate: &mut f32,
29        s_a: &SkeletonAttr,
30    ) -> Self::Skeleton {
31        *rate = 1.0;
32        let mut next = (*skeleton).clone();
33
34        let (movement1, movement2, movement3, movement4) = match stage_section {
35            Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
36            Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
37            Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
38            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
39            _ => (0.0, 0.0, 0.0, 0.0),
40        };
41
42        if let Some(ToolKind::Hammer | ToolKind::Pick) = active_tool_kind {
43            next.hand_l.position = Vec3::new(s_a.grip.0 * 2.0, 0.0, s_a.grip.2);
44            next.hand_r.position = Vec3::new(-s_a.grip.0 * 2.0, 0.0, s_a.grip.2);
45            next.hand_l.orientation = Quaternion::rotation_x(0.0);
46            next.hand_r.orientation = Quaternion::rotation_x(0.0);
47            next.main.position = Vec3::new(0.0, 0.0, 0.0);
48            next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
49
50            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
51            next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
52            next.control_r.position = Vec3::new(
53                9.0 + movement2 * -10.0 + s_a.grip.0 * 2.0,
54                -1.0 + movement2 * 2.0,
55                movement2 * 3.0 - 2.0,
56            );
57
58            next.control.position = Vec3::new(
59                -5.0 + movement2 * 5.0,
60                -1.0 + s_a.grip.2,
61                -1.0 + movement2 * 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
62            );
63
64            next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement3 * 1.0)
65                * Quaternion::rotation_y(-0.0)
66                * Quaternion::rotation_z(-0.0);
67            next.control_r.orientation =
68                Quaternion::rotation_x(0.5 + movement3 * 1.5 + s_a.grip.0 * 0.2)
69                    * Quaternion::rotation_y(0.2 + s_a.grip.0 * 0.2)
70                    * Quaternion::rotation_z(-0.0);
71
72            next.control.orientation = Quaternion::rotation_x(-0.3 + movement3 * -1.0)
73                * Quaternion::rotation_y(movement3 * -0.9 + movement3 * 2.0)
74                * Quaternion::rotation_z(-0.3);
75
76            next.chest.orientation =
77                Quaternion::rotation_x(
78                    movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
79                ) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
80
81            next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
82                * Quaternion::rotation_y(0.0 + movement2 * -0.1)
83                * Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
84
85            next.foot_l.position = Vec3::new(
86                -s_a.foot.0,
87                s_a.foot.1 + movement3 * 6.5,
88                s_a.foot.2 + movement3 * -1.0,
89            );
90            next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
91
92            next.foot_r.position = Vec3::new(
93                s_a.foot.0,
94                s_a.foot.1 + 4.0 + movement3 * -6.5,
95                s_a.foot.2 + 2.5 + movement3 * -2.5,
96            );
97            next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
98        }
99
100        next
101    }
102}