veloren_voxygen_anim/biped_small/
stunned.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedSmallSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use core::f32::consts::PI;
7
8pub struct StunnedAnimation;
9
10type StunnedAnimationDependency = (
11    Option<ToolKind>,
12    Vec3<f32>,
13    Vec3<f32>,
14    Vec3<f32>,
15    f32,
16    Vec3<f32>,
17    f32,
18    bool,
19    Option<StageSection>,
20    f32,
21);
22
23impl Animation for StunnedAnimation {
24    type Dependency<'a> = StunnedAnimationDependency;
25    type Skeleton = BipedSmallSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"biped_small_stunned\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_stunned"))]
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            wield_status,
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        let speed = Vec2::<f32>::from(velocity).magnitude();
51
52        let speednorm = speed / 9.4;
53        if wield_status {
54            let (movement1base, movement2) = match stage_section {
55                Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
56                Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
57                _ => (0.0, 0.0),
58            };
59            let pullback = 1.0 - movement2;
60            let subtract = global_time - timer;
61            let check = subtract - subtract.trunc();
62            let mirror = (check - 0.5).signum();
63            let movement1 = movement1base * pullback * mirror;
64            let movement1abs = movement1base * pullback;
65            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
66            next.head.orientation =
67                Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * -0.3);
68            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0);
69            next.chest.orientation = Quaternion::rotation_z(movement1 * 1.2);
70
71            next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
72
73            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
74            next.tail.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
75
76            next.main.position = Vec3::new(0.0, 0.0, 0.0);
77            next.main.orientation = Quaternion::rotation_x(0.0);
78
79            next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
80            next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
81
82            next.hand_l.orientation = Quaternion::rotation_x(0.0);
83            next.hand_r.orientation = Quaternion::rotation_x(0.0);
84
85            //IMPORTANT: avoid touching any value attached to grip. grip uses the size of
86            // the hand bones to correct any irrgularities beween species. Changing
87            // coefficients to grip will have different effects across species
88
89            match active_tool_kind {
90                Some(ToolKind::Spear) => {
91                    next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
92                    next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
93
94                    next.control.position = Vec3::new(
95                        -3.0,
96                        s_a.grip.2,
97                        -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
98                    );
99
100                    next.control_l.orientation =
101                        Quaternion::rotation_x(PI / 1.5) * Quaternion::rotation_y(-0.3);
102                    next.control_r.orientation =
103                        Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2)
104                            * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
105
106                    next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
107                },
108
109                Some(ToolKind::Bow) => {
110                    next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0);
111                    next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
112
113                    next.control.position = Vec3::new(
114                        -1.0,
115                        2.0 + s_a.grip.2,
116                        3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
117                    );
118
119                    next.control_l.orientation =
120                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
121                    next.control_r.orientation =
122                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
123                            * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
124
125                    next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm)
126                        * Quaternion::rotation_y(0.5 * speednorm);
127                },
128                Some(ToolKind::Staff) => {
129                    next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
130                    next.control_r.position =
131                        Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0 + speednorm * -3.0);
132
133                    next.control.position = Vec3::new(
134                        -5.0,
135                        -1.0 + s_a.grip.2,
136                        -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
137                    );
138
139                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
140                        * Quaternion::rotation_y(-0.3)
141                        * Quaternion::rotation_z(-0.3);
142                    next.control_r.orientation =
143                        Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
144                            * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
145                            * Quaternion::rotation_z(-0.0);
146
147                    next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm)
148                        * Quaternion::rotation_y(-0.2 * speednorm)
149                        * Quaternion::rotation_z(0.5);
150                },
151                Some(ToolKind::Natural) => {
152                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
153                    next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
154
155                    next.hand_l.orientation =
156                        Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-0.3);
157                    next.hand_r.orientation =
158                        Quaternion::rotation_x(1.7) * Quaternion::rotation_y(0.3);
159                },
160                _ => {},
161            }
162        } else {
163            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
164
165            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
166            next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
167            next.main.position = Vec3::new(2.0, -3.0, -3.0);
168            next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
169
170            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
171            next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
172            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
173            next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
174            next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
175        }
176
177        next
178    }
179}