veloren_voxygen_anim/biped_small/
shoot.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 ShootAnimation;
9
10type ShootAnimationDependency<'a> = (
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    Option<&'a str>,
21);
22
23impl Animation for ShootAnimation {
24    type Dependency<'a> = ShootAnimationDependency<'a>;
25    type Skeleton = BipedSmallSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"biped_small_shoot\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_shoot"))]
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            ability_id,
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        let speed = Vec2::<f32>::from(velocity).magnitude();
51
52        let fast = (anim_time * 10.0).sin();
53        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
54
55        let speednorm = speed / 9.4;
56        let speednormcancel = 1.0 - speednorm;
57
58        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
59        next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
60            * Quaternion::rotation_y(fast * 0.07 * speednormcancel);
61        next.chest.position = Vec3::new(
62            0.0,
63            s_a.chest.0,
64            s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
65        );
66
67        next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
68
69        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
70        next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
71            * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
72
73        match ability_id {
74            Some("common.abilities.adlet.hunter.throw") => {
75                next.main.position = Vec3::new(8.0, -7.0, 2.0);
76                next.main.orientation = Quaternion::rotation_x(PI / -2.0);
77
78                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
79                next.hand_r.position = Vec3::new(5.0, -2.0, s_a.grip.2);
80
81                next.hand_l.orientation = Quaternion::rotation_x(0.0);
82                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
83            },
84            Some("common.abilities.adlet.tracker.trap") => {
85                next.main.position = Vec3::new(10.0, 0.0, 9.0);
86
87                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
88                next.hand_r.position = Vec3::new(5.0, -2.0, s_a.grip.2);
89
90                next.hand_l.orientation = Quaternion::rotation_x(0.0);
91                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
92            },
93            _ => {
94                next.main.position = Vec3::new(0.0, 0.0, 0.0);
95                next.main.orientation = Quaternion::rotation_x(0.0);
96
97                next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
98                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
99
100                next.hand_l.orientation = Quaternion::rotation_x(0.0);
101                next.hand_r.orientation = Quaternion::rotation_x(0.0);
102            },
103        };
104
105        match active_tool_kind {
106            Some(ToolKind::Bow) => match ability_id {
107                Some("common.abilities.adlet.tracker.trap") => {
108                    let (move1base, move2base, move3) = match stage_section {
109                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
110                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
111                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
112                        _ => (0.0, 0.0, 0.0),
113                    };
114                    let pullback = 1.0 - move3;
115                    let move1abs = move1base * pullback;
116                    let move2abs = move2base * pullback;
117                    next.main.position = Vec3::new(2.0, -3.0, -3.0);
118
119                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 - 2.0);
120                    next.hand_r.position = Vec3::new(
121                        s_a.hand.0,
122                        s_a.hand.1 + move2abs * 1.5,
123                        s_a.hand.2 - 2.5 + move1abs * 2.5,
124                    );
125
126                    next.hand_r.orientation =
127                        Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7)
128                            * Quaternion::rotation_y(0.0 + move1abs * -0.7);
129
130                    next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 * move1abs)
131                        * Quaternion::rotation_y(-0.7 * move1abs + move2abs * 0.1);
132                },
133                _ => {
134                    let (move1base, move2base, move3) = match stage_section {
135                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
136                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
137                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
138                        _ => (0.0, 0.0, 0.0),
139                    };
140                    let pullback = 1.0 - move3;
141                    let move1abs = move1base * pullback;
142                    let move2abs = move2base * pullback;
143                    next.control_l.position = Vec3::new(
144                        -1.0 - s_a.grip.0 * 2.0 + move2abs * -4.0,
145                        move2abs * -8.0,
146                        0.0,
147                    );
148                    next.control_r.position = Vec3::new(1.0 + s_a.grip.0 * 2.0, 3.0, -2.0);
149
150                    next.control.position = Vec3::new(
151                        -1.0,
152                        2.0 + move1abs * 3.0 + s_a.grip.2,
153                        3.0 + move1abs * 7.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
154                    );
155
156                    next.control_l.orientation =
157                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
158                    next.control_r.orientation =
159                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
160                            * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
161
162                    next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.4)
163                        * Quaternion::rotation_y(0.5 * speednorm);
164                },
165            },
166            Some(ToolKind::Natural) => match ability_id {
167                Some("common.abilities.custom.irrwurz.magicball") => {
168                    let (move1base, move2base, move3) = match stage_section {
169                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
170                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
171                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
172                        _ => (0.0, 0.0, 0.0),
173                    };
174                    let pullback = 1.0 - move3;
175                    let move1abs = move1base * pullback;
176                    let move2abs = move2base * pullback;
177                    next.main.position = Vec3::new(2.0, -3.0, -3.0);
178
179                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 - 2.0);
180                    next.hand_r.position = Vec3::new(
181                        s_a.hand.0,
182                        s_a.hand.1 + move2abs * 1.5,
183                        s_a.hand.2 - 2.5 + move1abs * 2.5,
184                    );
185
186                    next.hand_r.orientation =
187                        Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
188
189                    next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 * move1abs)
190                        * Quaternion::rotation_y(-0.7 * move1abs + move2abs * 0.1);
191                },
192                Some("common.abilities.custom.goblin_chucker.throw") => {
193                    let (move1base, move2base, move3) = match stage_section {
194                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
195                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
196                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
197                        _ => (0.0, 0.0, 0.0),
198                    };
199                    let pullback = 1.0 - move3;
200                    let move1abs = move1base * pullback;
201                    let move2abs = move2base * pullback;
202
203                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 - 2.0);
204                    next.hand_r.position = Vec3::new(
205                        s_a.hand.0,
206                        s_a.hand.1 + move2abs * 1.5,
207                        s_a.hand.2 - 2.5 + move1abs * 2.5,
208                    );
209
210                    next.hand_r.orientation =
211                        Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7)
212                            * Quaternion::rotation_y(0.0 + move1abs * -0.7);
213
214                    next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 * move1abs)
215                        * Quaternion::rotation_y(-0.7 * move1abs + move2abs * 0.1);
216                },
217                _ => {
218                    let (move1base, move2base, move3) = match stage_section {
219                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
220                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
221                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
222                        _ => (0.0, 0.0, 0.0),
223                    };
224                    let pullback = 1.0 - move3;
225                    let move1abs = move1base * pullback;
226                    let move2abs = move2base * pullback;
227                    next.control_l.position = Vec3::new(
228                        1.0 - s_a.grip.0 * 2.0 + move2abs * -4.0,
229                        move2abs * -8.0,
230                        0.0,
231                    );
232                    next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
233
234                    next.control.position = Vec3::new(
235                        -1.0,
236                        2.0 + move1abs * 3.0 + s_a.grip.2,
237                        3.0 + move1abs * 7.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
238                    );
239
240                    next.control_l.orientation =
241                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
242                    next.control_r.orientation =
243                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
244                            * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
245
246                    next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.4)
247                        * Quaternion::rotation_y(0.5 * speednorm);
248                },
249            },
250            Some(ToolKind::Blowgun) => {
251                let (move1base, move2base, move3) = match stage_section {
252                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
253                    Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
254                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
255                    _ => (0.0, 0.0, 0.0),
256                };
257                let pullback = 1.0 - move3;
258                let move1abs = move1base * pullback;
259                let move2abs = move2base * pullback;
260                next.head.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -0.7);
261                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 3.0);
262                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 0.0, 4.0);
263
264                next.control.position = Vec3::new(
265                    0.0,
266                    move1abs * -2.0 + move2abs * 1.0 + s_a.grip.2,
267                    move1abs * 3.5 + move2abs * -2.0 + 4.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
268                );
269
270                next.control_l.orientation =
271                    Quaternion::rotation_x(3.8 + move1abs * 0.4 + move2abs * -0.5)
272                        * Quaternion::rotation_y(-0.3);
273                next.control_r.orientation = Quaternion::rotation_x(
274                    3.5 + move1abs * 0.4 + move2abs * -0.5 + s_a.grip.0 * 0.2,
275                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
276
277                next.control.orientation = Quaternion::rotation_x(
278                    -2.2 + move1abs * 0.7 + move2abs * -0.2 + 0.5 * speednorm,
279                );
280            },
281            Some(ToolKind::Staff) => match ability_id {
282                Some(
283                    "common.abilities.custom.dwarves.flamekeeper.mines"
284                    | "common.abilities.custom.dwarves.flamekeeper.lava_mortar",
285                ) => {
286                    let (move1base, _move2base, move3) = match stage_section {
287                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
288                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
289                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
290                        _ => (0.0, 0.0, 0.0),
291                    };
292                    let pullback = 1.0 - move3;
293                    let move1abs = move1base * pullback;
294                    next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
295                    next.control_r.position = Vec3::new(
296                        7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
297                        -4.0 + move1abs * 4.0,
298                        3.0,
299                    );
300
301                    next.control.position = Vec3::new(
302                        -5.0,
303                        -1.0 + s_a.grip.2,
304                        -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
305                    );
306
307                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
308                        * Quaternion::rotation_y(-0.3)
309                        * Quaternion::rotation_z(-0.3);
310                    next.control_r.orientation =
311                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
312                            * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
313                            * Quaternion::rotation_z(-0.0);
314
315                    next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.3)
316                        * Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.3)
317                        * Quaternion::rotation_z(0.5 + move1abs * 0.6);
318                },
319                _ => {
320                    let (move1base, _move2base, move3) = match stage_section {
321                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
322                        Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
323                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
324                        _ => (0.0, 0.0, 0.0),
325                    };
326                    let pullback = 1.0 - move3;
327                    let move1abs = move1base * pullback;
328                    next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
329                    next.control_r.position = Vec3::new(
330                        7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
331                        -4.0 + move1abs * 4.0,
332                        3.0,
333                    );
334
335                    next.control.position = Vec3::new(
336                        -5.0,
337                        -1.0 + s_a.grip.2,
338                        -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
339                    );
340
341                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
342                        * Quaternion::rotation_y(-0.3)
343                        * Quaternion::rotation_z(-0.3);
344                    next.control_r.orientation =
345                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
346                            * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
347                            * Quaternion::rotation_z(-0.0);
348
349                    next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
350                        * Quaternion::rotation_y(-0.2 * speednorm)
351                        * Quaternion::rotation_z(0.5 + move1abs * 0.6);
352                },
353            },
354            Some(ToolKind::Spear) => {
355                let (move1base, move2base, move3) = match stage_section {
356                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
357                    Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
358                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
359                    _ => (0.0, 0.0, 0.0),
360                };
361                let pullback = 1.0 - move3;
362                let move1abs = move1base * pullback;
363                let move2abs = move2base * pullback;
364                next.control_l.position = Vec3::new(
365                    0.0,
366                    0.0 + move1abs * 4.0 + move2abs * -4.0,
367                    -2.0 + move1abs * -8.0,
368                );
369                next.control_r.position = Vec3::new(
370                    -1.0 + s_a.grip.0 * 2.0,
371                    2.0 + move3 * -4.0,
372                    -2.0 + move3 * -4.0,
373                );
374
375                next.control.position = Vec3::new(
376                    -1.0,
377                    0.0 + move1abs * -8.0 + move2abs * 8.0 + s_a.grip.2,
378                    3.0 + move1abs * 7.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
379                );
380
381                next.control_l.orientation =
382                    Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
383                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
384                    * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2 + move3 * -1.5);
385
386                next.control.orientation =
387                    Quaternion::rotation_x(-0.3 + move1abs * 0.5 + move2abs * -0.5 + move3 * 0.5)
388                        * Quaternion::rotation_y(0.5 * speednorm);
389
390                if matches!(stage_section, Some(StageSection::Recover)) {
391                    if move3 < 0.05 {
392                        next.main.position += Vec3::new(0.0, 100000.0, -10000000.0);
393                    }
394                    if move3 < 0.3 {
395                        next.main.scale = Vec3::zero();
396                    }
397                }
398            },
399            Some(ToolKind::Dagger) => {
400                let (move1base, move2base, move3) = match stage_section {
401                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
402                    Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
403                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
404                    _ => (0.0, 0.0, 0.0),
405                };
406                let pullback = 1.0 - move3;
407                let move1abs = move1base * pullback;
408                let move2abs = move2base * pullback;
409                next.main.position = Vec3::new(0.0, 2.0, -5.0);
410                next.control_l.position = Vec3::new(
411                    0.0,
412                    0.0 + move1abs * 1.0 + move2abs * -1.0,
413                    -2.0 + move1abs * -2.0,
414                );
415                next.control_r.position = Vec3::new(
416                    -1.0 + s_a.grip.0 * 2.0,
417                    2.0 + move3 * -4.0,
418                    -2.0 + move3 * -4.0,
419                );
420
421                next.control.position = Vec3::new(
422                    -1.0,
423                    0.0 + move1abs * -3.0 + move2abs * 3.0 + s_a.grip.2,
424                    3.0 + move1abs * 3.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
425                );
426
427                next.control_l.orientation =
428                    Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
429                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
430                    * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2 + move3 * -1.5);
431
432                next.control.orientation =
433                    Quaternion::rotation_x(-0.3 + move1abs * 0.5 + move2abs * -0.5 + move3 * 0.5)
434                        * Quaternion::rotation_y(0.5 * speednorm);
435
436                if matches!(stage_section, Some(StageSection::Recover)) {
437                    next.main.scale = Vec3::zero();
438                }
439            },
440            Some(ToolKind::Axe) => {
441                let (move1base, move2base, move3) = match stage_section {
442                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
443                    Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
444                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
445                    _ => (0.0, 0.0, 0.0),
446                };
447                let pullback = 1.0 - move3;
448                let move1abs = move1base * pullback;
449                let move2abs = move2base * pullback;
450                next.main.position = Vec3::new(-2.0, 6.0, 0.0);
451                next.control_l.position = Vec3::new(-2.0 - s_a.grip.0 * 2.0, 7.0, 3.0);
452                next.control_r.position = Vec3::new(
453                    2.0 + s_a.grip.0 * 2.0,
454                    9.0 + move3 * -4.0,
455                    2.0 + move3 * -4.0,
456                );
457
458                next.control.position = Vec3::new(
459                    -1.0,
460                    0.0 + move1abs * -3.0 + move2abs * 3.0 + s_a.grip.2,
461                    3.0 + move1abs * 3.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
462                );
463                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
464                    * Quaternion::rotation_y(-0.0)
465                    * Quaternion::rotation_z(-0.0);
466
467                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
468                    * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
469
470                next.control.orientation =
471                    Quaternion::rotation_x(-0.3 + move1abs * 0.5 + move2abs * -0.5 + move3 * 0.5)
472                        * Quaternion::rotation_y(0.5 * speednorm);
473
474                if matches!(stage_section, Some(StageSection::Recover)) {
475                    next.main.scale = Vec3::zero();
476                }
477            },
478            _ => {},
479        }
480
481        next
482    }
483}