veloren_voxygen_anim/biped_small/
stunned.rs1use 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", export_name = "biped_small_stunned")]
31
32 fn update_skeleton_inner(
33 skeleton: &Self::Skeleton,
34 (
35 active_tool_kind,
36 velocity,
37 _orientation,
38 _last_ori,
39 global_time,
40 _avg_vel,
41 _acc_vel,
42 wield_status,
43 stage_section,
44 timer,
45 ): Self::Dependency<'_>,
46 anim_time: f32,
47 _rate: &mut f32,
48 s_a: &SkeletonAttr,
49 ) -> Self::Skeleton {
50 let mut next = (*skeleton).clone();
51 let speed = Vec2::<f32>::from(velocity).magnitude();
52
53 let speednorm = speed / 9.4;
54 if wield_status {
55 let (movement1base, movement2) = match stage_section {
56 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
57 Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
58 _ => (0.0, 0.0),
59 };
60 let pullback = 1.0 - movement2;
61 let subtract = global_time - timer;
62 let check = subtract - subtract.trunc();
63 let mirror = (check - 0.5).signum();
64 let movement1 = movement1base * pullback * mirror;
65 let movement1abs = movement1base * pullback;
66 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
67 next.head.orientation =
68 Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * -0.3);
69 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0);
70 next.chest.orientation = Quaternion::rotation_z(movement1 * 1.2);
71
72 next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
73
74 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
75 next.tail.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
76
77 next.main.position = Vec3::new(0.0, 0.0, 0.0);
78 next.main.orientation = Quaternion::rotation_x(0.0);
79
80 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
81 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
82
83 next.hand_l.orientation = Quaternion::rotation_x(0.0);
84 next.hand_r.orientation = Quaternion::rotation_x(0.0);
85
86 match active_tool_kind {
91 Some(ToolKind::Spear) => {
92 next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
93 next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
94
95 next.control.position = Vec3::new(
96 -3.0,
97 s_a.grip.2,
98 -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
99 );
100
101 next.control_l.orientation =
102 Quaternion::rotation_x(PI / 1.5) * Quaternion::rotation_y(-0.3);
103 next.control_r.orientation =
104 Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2)
105 * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
106
107 next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
108 },
109
110 Some(ToolKind::Bow) => {
111 next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0);
112 next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
113
114 next.control.position = Vec3::new(
115 -1.0,
116 2.0 + s_a.grip.2,
117 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
118 );
119
120 next.control_l.orientation =
121 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
122 next.control_r.orientation =
123 Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
124 * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
125
126 next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm)
127 * Quaternion::rotation_y(0.5 * speednorm);
128 },
129 Some(ToolKind::Staff) => {
130 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
131 next.control_r.position =
132 Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0 + speednorm * -3.0);
133
134 next.control.position = Vec3::new(
135 -5.0,
136 -1.0 + s_a.grip.2,
137 -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
138 );
139
140 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
141 * Quaternion::rotation_y(-0.3)
142 * Quaternion::rotation_z(-0.3);
143 next.control_r.orientation =
144 Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
145 * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
146 * Quaternion::rotation_z(-0.0);
147
148 next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm)
149 * Quaternion::rotation_y(-0.2 * speednorm)
150 * Quaternion::rotation_z(0.5);
151 },
152 Some(ToolKind::Natural) => {
153 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
154 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
155
156 next.hand_l.orientation =
157 Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-0.3);
158 next.hand_r.orientation =
159 Quaternion::rotation_x(1.7) * Quaternion::rotation_y(0.3);
160 },
161 _ => {},
162 }
163 } else {
164 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
165
166 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
167 next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
168 next.main.position = Vec3::new(2.0, -3.0, -3.0);
169 next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
170
171 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
172 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
173 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
174 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
175 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
176 }
177
178 next
179 }
180}