veloren_voxygen_anim/biped_small/
spritesummon.rs1use super::{
2 super::{Animation, vek::*},
3 BipedSmallSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6
7pub struct SpriteSummonAnimation;
8
9type SpriteSummonAnimationDependency = (
10 Option<ToolKind>,
11 Vec3<f32>,
12 Vec3<f32>,
13 Vec3<f32>,
14 f32,
15 Vec3<f32>,
16 f32,
17 Option<StageSection>,
18 f32,
19);
20
21impl Animation for SpriteSummonAnimation {
22 type Dependency<'a> = SpriteSummonAnimationDependency;
23 type Skeleton = BipedSmallSkeleton;
24
25 #[cfg(feature = "use-dyn-lib")]
26 const UPDATE_FN: &'static [u8] = b"biped_small_spritesummon\0";
27
28 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_spritesummon")]
29
30 fn update_skeleton_inner(
31 skeleton: &Self::Skeleton,
32 (
33 active_tool_kind,
34 _velocity,
35 _orientation,
36 _last_ori,
37 global_time,
38 _avg_vel,
39 _acc_vel,
40 stage_section,
41 timer,
42 ): Self::Dependency<'_>,
43 anim_time: f32,
44 _rate: &mut f32,
45 s_a: &SkeletonAttr,
46 ) -> Self::Skeleton {
47 let mut next = (*skeleton).clone();
48
49 let anim_time = anim_time.min(1.0);
50 let (move1base, twitch, move2base, move3) = match stage_section {
51 Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
52 Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
53 Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
54 _ => (0.0, 0.0, 0.0, 0.0),
55 };
56 let pullback = 1.0 - move3;
57 let twitch = twitch * pullback;
58 let subtract = global_time - timer;
59 let check = subtract - subtract.trunc();
60 let mirror = (check - 0.5).signum();
61 let move1 = move1base * pullback * mirror;
62 let move2 = move2base * pullback * mirror;
63 let move1abs = move1base * pullback;
64 let move2abs = move2base * pullback;
65 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
66 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
67 next.main.orientation = Quaternion::rotation_x(0.0);
68 next.hand_l.orientation = Quaternion::rotation_x(0.0);
69 next.hand_r.orientation = Quaternion::rotation_x(0.0);
70 match active_tool_kind {
71 Some(ToolKind::Natural) => {
72 next.head.orientation =
73 Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
74 next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
75 * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
76 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
77 next.hand_l.orientation = Quaternion::rotation_x(1.2);
78 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
79 next.hand_r.orientation = Quaternion::rotation_x(1.2);
80 next.main.position = Vec3::new(0.0, 10.0 + 5.0 * move1abs, 4.0 + 4.0 * move1abs);
81 },
82 _ => {},
83 }
84 next
85 }
86}