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    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 ShockwaveAnimation {
23    type Dependency<'a> = ShockwaveAnimationDependency;
24    type Skeleton = BipedSmallSkeleton;
25
26    #[cfg(feature = "use-dyn-lib")]
27    const UPDATE_FN: &'static [u8] = b"biped_small_shockwave\0";
28
29    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_shockwave")]
30
31    fn update_skeleton_inner(
32        skeleton: &Self::Skeleton,
33        (
34            active_tool_kind,
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
50        let anim_time = anim_time.min(1.0);
51        let (move1base, twitch, move2base, move3) = match stage_section {
52            Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
53            Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
54            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
55            _ => (0.0, 0.0, 0.0, 0.0),
56        };
57        let pullback = 1.0 - move3;
58        let twitch = twitch * pullback;
59        let subtract = global_time - timer;
60        let check = subtract - subtract.trunc();
61        let mirror = (check - 0.5).signum();
62        let move1 = move1base * pullback * mirror;
63        let move2 = move2base * pullback * mirror;
64        let move1abs = move1base * pullback;
65        let move2abs = move2base * pullback;
66        next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
67        next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
68        next.main.position = Vec3::new(0.0, 0.0, 0.0);
69        next.main.orientation = Quaternion::rotation_x(0.0);
70        next.hand_l.orientation = Quaternion::rotation_x(0.0);
71        next.hand_r.orientation = Quaternion::rotation_x(0.0);
72        match active_tool_kind {
73            Some(ToolKind::Staff) => {
74                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
75                next.control_r.position = Vec3::new(
76                    7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
77                    -4.0 + move1abs * 5.0,
78                    3.0,
79                );
80
81                next.control.position = Vec3::new(
82                    -5.0 + move1abs * 5.0,
83                    -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
84                    -2.0 + -s_a.grip.2 / 2.5
85                        + s_a.grip.0 * -2.0
86                        + move1abs * 12.0
87                        + move2abs * -13.0,
88                );
89
90                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
91                    * Quaternion::rotation_y(-0.3)
92                    * Quaternion::rotation_z(-0.3);
93                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
94                    * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
95                    * Quaternion::rotation_z(-0.0);
96
97                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
98                    * Quaternion::rotation_y(0.0)
99                    * Quaternion::rotation_z(0.5);
100                next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
101                next.head.orientation =
102                    Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
103                next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
104            },
105            Some(ToolKind::Sword) => {
106                let rotate = move1 * 2.0 * PI + move2 * 2.0 * PI;
107                let jump = move1 + 3.0 + move2 * -3.0;
108                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
109                next.control_r.position = Vec3::new(
110                    7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
111                    -4.0 + move1abs * 5.0,
112                    3.0,
113                );
114
115                next.control.position = Vec3::new(
116                    -5.0 + move1abs * 5.0,
117                    -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
118                    -2.0 + -s_a.grip.2 / 2.5
119                        + s_a.grip.0 * -2.0
120                        + move1abs * 12.0
121                        + move2abs * -13.0,
122                );
123
124                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
125                    * Quaternion::rotation_y(-0.3)
126                    * Quaternion::rotation_z(-0.3);
127                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
128                    * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
129                    * Quaternion::rotation_z(-0.0);
130
131                next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
132                    * Quaternion::rotation_y(0.0)
133                    * Quaternion::rotation_z(0.5);
134                next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
135                next.head.orientation =
136                    Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
137                next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
138                next.chest.orientation = Quaternion::rotation_z(rotate + (1.0 - move3));
139
140                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + jump);
141            },
142            _ => {
143                next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
144                    * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
145                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
146                next.hand_l.orientation = Quaternion::rotation_x(1.2);
147                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
148                next.hand_r.orientation = Quaternion::rotation_x(1.2);
149            },
150        }
151        next
152    }
153}