veloren_voxygen_anim/biped_small/
shockwave.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 ShockwaveAnimation;
9
10type ShockwaveAnimationDependency = (
11    Option<ToolKind>,
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 ShockwaveAnimation {
24    type Dependency<'a> = ShockwaveAnimationDependency;
25    type Skeleton = BipedSmallSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"biped_small_shockwave\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_shockwave"))]
31
32    fn update_skeleton_inner(
33        skeleton: &Self::Skeleton,
34        (
35            active_tool_kind,
36            second_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
52        let anim_time = anim_time.min(1.0);
53        let (move1base, twitch, move2base, move3) = match stage_section {
54            Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
55            Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
56            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
57            _ => (0.0, 0.0, 0.0, 0.0),
58        };
59        let pullback = 1.0 - move3;
60        let twitch = twitch * pullback;
61        let subtract = global_time - timer;
62        let check = subtract - subtract.trunc();
63        let mirror = (check - 0.5).signum();
64        let move1 = move1base * pullback * mirror;
65        let move2 = move2base * pullback * mirror;
66        let move1abs = move1base * pullback;
67        let move2abs = move2base * pullback;
68        next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
69        next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
70        next.main.position = Vec3::new(0.0, 0.0, 0.0);
71        next.main.orientation = Quaternion::rotation_x(0.0);
72        next.second.position = Vec3::new(0.0, 0.0, 0.0);
73        next.second.orientation = Quaternion::rotation_x(0.0);
74        next.hand_l.orientation = Quaternion::rotation_x(0.0);
75        next.hand_r.orientation = Quaternion::rotation_x(0.0);
76        match (active_tool_kind, second_tool_kind) {
77            (Some(ToolKind::Staff), None) => {
78                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
79                next.control_r.position = Vec3::new(
80                    7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
81                    -4.0 + move1abs * 5.0,
82                    3.0,
83                );
84
85                next.control.position = Vec3::new(
86                    -5.0 + move1abs * 5.0,
87                    -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
88                    -2.0 + -s_a.grip.2 / 2.5
89                        + s_a.grip.0 * -2.0
90                        + move1abs * 12.0
91                        + move2abs * -13.0,
92                );
93
94                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
95                    * Quaternion::rotation_y(-0.3)
96                    * Quaternion::rotation_z(-0.3);
97                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
98                    * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
99                    * Quaternion::rotation_z(-0.0);
100
101                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
102                    * Quaternion::rotation_y(0.0)
103                    * Quaternion::rotation_z(0.5);
104                next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
105                next.head.orientation =
106                    Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
107                next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
108            },
109            (Some(ToolKind::Sword), None) => {
110                let rotate = move1 * 2.0 * PI + move2 * 2.0 * PI;
111                let jump = move1 + 3.0 + move2 * -3.0;
112                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
113                next.control_r.position = Vec3::new(
114                    7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
115                    -4.0 + move1abs * 5.0,
116                    3.0,
117                );
118
119                next.control.position = Vec3::new(
120                    -5.0 + move1abs * 5.0,
121                    -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
122                    -2.0 + -s_a.grip.2 / 2.5
123                        + s_a.grip.0 * -2.0
124                        + move1abs * 12.0
125                        + move2abs * -13.0,
126                );
127
128                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
129                    * Quaternion::rotation_y(-0.3)
130                    * Quaternion::rotation_z(-0.3);
131                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
132                    * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
133                    * Quaternion::rotation_z(-0.0);
134
135                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
136                    * Quaternion::rotation_y(0.0)
137                    * Quaternion::rotation_z(0.5);
138                next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
139                next.head.orientation =
140                    Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
141                next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
142                next.chest.orientation = Quaternion::rotation_z(rotate + (1.0 - move3));
143
144                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + jump);
145            },
146            (Some(ToolKind::Axe), Some(ToolKind::Axe)) => {
147                next.main.position =
148                    Vec3::new(-s_a.hand.0 - 4.0, s_a.hand.1 + 2.0, s_a.hand.2 - 4.0);
149                next.main.orientation = Quaternion::rotation_x(-0.2);
150                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
151                next.hand_l.orientation = Quaternion::rotation_x(1.2);
152                next.second.position =
153                    Vec3::new(s_a.hand.0 + 4.0, s_a.hand.1 + 2.0, s_a.hand.2 - 4.0);
154                next.second.orientation = Quaternion::rotation_x(-0.2);
155                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
156                next.hand_r.orientation = Quaternion::rotation_x(1.2);
157
158                next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
159                    * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
160
161                if mirror > 0.0 {
162                    next.control_r.position += Vec3::new(-5.0, 0.0, 5.0) * move1abs;
163                    next.control_r.orientation.rotate_x(PI / 10.0 * move1abs);
164                    next.control_l.position += Vec3::new(3.0, 0.0, 10.0) * move1abs;
165                    next.main.position += Vec3::new(3.0, 0.0, 10.0) * move1abs;
166                    next.control_l.orientation.rotate_x(PI / 4.0 * move1abs);
167                    next.main.orientation.rotate_x(PI / 4.0 * move1abs);
168
169                    next.control_r.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
170                    next.control_r.orientation.rotate_x(-PI / 4.0 * move2abs);
171                    next.control_l.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
172                    next.main.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
173                    next.control_l.orientation.rotate_x(-PI / 4.0 * move2abs);
174                    next.main.orientation.rotate_x(-PI / 4.0 * move2abs);
175                } else {
176                    next.control_l.position += Vec3::new(5.0, 0.0, 5.0) * move1abs;
177                    next.main.position += Vec3::new(3.0, 0.0, 5.0) * move1abs;
178                    next.control_l.orientation.rotate_x(PI / 10.0 * move1abs);
179                    next.main.orientation.rotate_x(PI / 10.0 * move1abs);
180                    next.control_r.position += Vec3::new(-3.0, 0.0, 10.0) * move1abs;
181                    next.control_r.orientation.rotate_x(PI / 4.0 * move1abs);
182
183                    next.control_l.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
184                    next.main.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
185                    next.control_l.orientation.rotate_x(-PI / 4.0 * move2abs);
186                    next.main.orientation.rotate_x(-PI / 4.0 * move2abs);
187                    next.control_r.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
188                    next.control_r.orientation.rotate_x(-PI / 4.0 * move2abs);
189                }
190            },
191            _ => {
192                next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
193                    * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
194                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
195                next.hand_l.orientation = Quaternion::rotation_x(1.2);
196                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
197                next.hand_r.orientation = Quaternion::rotation_x(1.2);
198            },
199        }
200        next
201    }
202}