veloren_voxygen_anim/biped_small/
shockwave.rs1use 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 fn update_skeleton_inner(
32 skeleton: &Self::Skeleton,
33 (
34 active_tool_kind,
35 second_tool_kind,
36 _velocity,
37 _orientation,
38 _last_ori,
39 global_time,
40 _avg_vel,
41 _acc_vel,
42 stage_section,
43 timer,
44 ): Self::Dependency<'_>,
45 anim_time: f32,
46 _rate: &mut f32,
47 s_a: &SkeletonAttr,
48 ) -> Self::Skeleton {
49 let mut next = (*skeleton).clone();
50
51 let anim_time = anim_time.min(1.0);
52 let (move1base, twitch, move2base, move3) = match stage_section {
53 Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
54 Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
55 Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
56 _ => (0.0, 0.0, 0.0, 0.0),
57 };
58 let pullback = 1.0 - move3;
59 let twitch = twitch * pullback;
60 let subtract = global_time - timer;
61 let check = subtract - subtract.trunc();
62 let mirror = (check - 0.5).signum();
63 let move1 = move1base * pullback * mirror;
64 let move2 = move2base * pullback * mirror;
65 let move1abs = move1base * pullback;
66 let move2abs = move2base * pullback;
67 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
68 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
69 next.main.position = Vec3::new(0.0, 0.0, 0.0);
70 next.main.orientation = Quaternion::rotation_x(0.0);
71 next.second.position = Vec3::new(0.0, 0.0, 0.0);
72 next.second.orientation = Quaternion::rotation_x(0.0);
73 next.hand_l.orientation = Quaternion::rotation_x(0.0);
74 next.hand_r.orientation = Quaternion::rotation_x(0.0);
75 match (active_tool_kind, second_tool_kind) {
76 (Some(ToolKind::Staff), None) => {
77 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
78 next.control_r.position = Vec3::new(
79 7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
80 -4.0 + move1abs * 5.0,
81 3.0,
82 );
83
84 next.control.position = Vec3::new(
85 -5.0 + move1abs * 5.0,
86 -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
87 -2.0 + -s_a.grip.2 / 2.5
88 + s_a.grip.0 * -2.0
89 + move1abs * 12.0
90 + move2abs * -13.0,
91 );
92
93 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
94 * Quaternion::rotation_y(-0.3)
95 * Quaternion::rotation_z(-0.3);
96 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
97 * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
98 * Quaternion::rotation_z(-0.0);
99
100 next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
101 * Quaternion::rotation_y(0.0)
102 * Quaternion::rotation_z(0.5);
103 next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
104 next.head.orientation =
105 Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
106 next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
107 },
108 (Some(ToolKind::Sword), None) => {
109 let rotate = move1 * 2.0 * PI + move2 * 2.0 * PI;
110 let jump = move1 + 3.0 + move2 * -3.0;
111 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
112 next.control_r.position = Vec3::new(
113 7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
114 -4.0 + move1abs * 5.0,
115 3.0,
116 );
117
118 next.control.position = Vec3::new(
119 -5.0 + move1abs * 5.0,
120 -1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
121 -2.0 + -s_a.grip.2 / 2.5
122 + s_a.grip.0 * -2.0
123 + move1abs * 12.0
124 + move2abs * -13.0,
125 );
126
127 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
128 * Quaternion::rotation_y(-0.3)
129 * Quaternion::rotation_z(-0.3);
130 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
131 * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
132 * Quaternion::rotation_z(-0.0);
133
134 next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
135 * Quaternion::rotation_y(0.0)
136 * Quaternion::rotation_z(0.5);
137 next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
138 next.head.orientation =
139 Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
140 next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
141 next.chest.orientation = Quaternion::rotation_z(rotate + (1.0 - move3));
142
143 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + jump);
144 },
145 (Some(ToolKind::Axe), Some(ToolKind::Axe)) => {
146 next.main.position =
147 Vec3::new(-s_a.hand.0 - 4.0, s_a.hand.1 + 2.0, s_a.hand.2 - 4.0);
148 next.main.orientation = Quaternion::rotation_x(-0.2);
149 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
150 next.hand_l.orientation = Quaternion::rotation_x(1.2);
151 next.second.position =
152 Vec3::new(s_a.hand.0 + 4.0, s_a.hand.1 + 2.0, s_a.hand.2 - 4.0);
153 next.second.orientation = Quaternion::rotation_x(-0.2);
154 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
155 next.hand_r.orientation = Quaternion::rotation_x(1.2);
156
157 next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
158 * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
159
160 if mirror > 0.0 {
161 next.control_r.position += Vec3::new(-5.0, 0.0, 5.0) * move1abs;
162 next.control_r.orientation.rotate_x(PI / 10.0 * move1abs);
163 next.control_l.position += Vec3::new(3.0, 0.0, 10.0) * move1abs;
164 next.main.position += Vec3::new(3.0, 0.0, 10.0) * move1abs;
165 next.control_l.orientation.rotate_x(PI / 4.0 * move1abs);
166 next.main.orientation.rotate_x(PI / 4.0 * move1abs);
167
168 next.control_r.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
169 next.control_r.orientation.rotate_x(-PI / 4.0 * move2abs);
170 next.control_l.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
171 next.main.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
172 next.control_l.orientation.rotate_x(-PI / 4.0 * move2abs);
173 next.main.orientation.rotate_x(-PI / 4.0 * move2abs);
174 } else {
175 next.control_l.position += Vec3::new(5.0, 0.0, 5.0) * move1abs;
176 next.main.position += Vec3::new(3.0, 0.0, 5.0) * move1abs;
177 next.control_l.orientation.rotate_x(PI / 10.0 * move1abs);
178 next.main.orientation.rotate_x(PI / 10.0 * move1abs);
179 next.control_r.position += Vec3::new(-3.0, 0.0, 10.0) * move1abs;
180 next.control_r.orientation.rotate_x(PI / 4.0 * move1abs);
181
182 next.control_l.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
183 next.main.position += Vec3::new(0.0, 0.0, -5.0) * move2abs;
184 next.control_l.orientation.rotate_x(-PI / 4.0 * move2abs);
185 next.main.orientation.rotate_x(-PI / 4.0 * move2abs);
186 next.control_r.position += Vec3::new(0.0, 0.0, -10.0) * move2abs;
187 next.control_r.orientation.rotate_x(-PI / 4.0 * move2abs);
188 }
189 },
190 _ => {
191 next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
192 * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
193 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
194 next.hand_l.orientation = Quaternion::rotation_x(1.2);
195 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
196 next.hand_r.orientation = Quaternion::rotation_x(1.2);
197 },
198 }
199 next
200 }
201}