veloren_voxygen_anim/biped_small/
wield.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedSmallSkeleton, SkeletonAttr, biped_small_wield_bow, biped_small_wield_spear,
4    biped_small_wield_sword,
5};
6use common::comp::item::tool::{AbilitySpec, ToolKind};
7use std::f32::consts::PI;
8
9pub struct WieldAnimation;
10
11type WieldAnimationDependency<'a> = (
12    (Option<ToolKind>, Option<&'a AbilitySpec>),
13    Option<ToolKind>,
14    Vec3<f32>,
15    Vec3<f32>,
16    Vec3<f32>,
17    f32,
18    Vec3<f32>,
19    f32,
20);
21
22impl Animation for WieldAnimation {
23    type Dependency<'a> = WieldAnimationDependency<'a>;
24    type Skeleton = BipedSmallSkeleton;
25
26    #[cfg(feature = "use-dyn-lib")]
27    const UPDATE_FN: &'static [u8] = b"biped_small_wield\0";
28
29    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_wield"))]
30
31    fn update_skeleton_inner(
32        skeleton: &Self::Skeleton,
33        (
34            (active_tool_kind, active_tool_spec),
35            second_tool_kind,
36            velocity,
37            _orientation,
38            _last_ori,
39            _global_time,
40            _avg_vel,
41            acc_vel,
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        let speed = Vec2::<f32>::from(velocity).magnitude();
49
50        let fastacc = (acc_vel * 2.0).sin();
51        let fast = (anim_time * 10.0).sin();
52        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
53        let slow = (anim_time * 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        next.main.position = Vec3::new(0.0, 0.0, 0.0);
74        next.main.orientation = Quaternion::rotation_z(0.0);
75        next.second.position = Vec3::new(0.0, 0.0, 0.0);
76        next.second.orientation = Quaternion::rotation_z(0.0);
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(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
80
81        next.hand_l.orientation = Quaternion::rotation_x(0.0);
82        next.hand_r.orientation = Quaternion::rotation_x(0.0);
83
84        //IMPORTANT: avoid touching any value attached to grip. grip uses the size of
85        // the hand bones to correct any irrgularities beween species. Changing
86        // coefficients to grip will have different effects across species
87
88        match active_tool_kind {
89            Some(ToolKind::Spear) => {
90                biped_small_wield_spear(&mut next, s_a, anim_time, speed, fastacc);
91            },
92            Some(ToolKind::Blowgun) => {
93                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 3.0);
94                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 0.0, 4.0);
95
96                next.control.position = Vec3::new(
97                    0.0,
98                    s_a.grip.2,
99                    4.0 - s_a.grip.2 / 2.5
100                        + s_a.grip.0 * -2.0
101                        + fastacc * 0.5
102                        + fastalt * 0.1 * speednormcancel
103                        + speednorm * 4.0,
104                );
105
106                next.control_l.orientation =
107                    Quaternion::rotation_x(3.8 + slow * 0.1) * Quaternion::rotation_y(-0.3);
108                next.control_r.orientation =
109                    Quaternion::rotation_x(3.5 + slow * 0.1 + s_a.grip.0 * 0.2)
110                        * Quaternion::rotation_y(0.5 + slow * 0.0 + s_a.grip.0 * 0.2);
111
112                next.control.orientation = Quaternion::rotation_x(-2.2 + 0.5 * speednorm);
113            },
114            Some(ToolKind::Bow) => {
115                biped_small_wield_bow(&mut next, s_a, anim_time, speed, fastacc);
116            },
117            Some(ToolKind::Staff) => {
118                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
119                next.control_r.position =
120                    Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0 + speednorm * -3.0);
121
122                next.control.position = Vec3::new(
123                    -5.0,
124                    -1.0 + s_a.grip.2,
125                    -2.0 + -s_a.grip.2 / 2.5
126                        + s_a.grip.0 * -2.0
127                        + fastacc * 1.5
128                        + fastalt * 0.5 * speednormcancel
129                        + speednorm * 2.0,
130                );
131
132                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + slow * 0.1)
133                    * Quaternion::rotation_y(-0.3)
134                    * Quaternion::rotation_z(-0.3);
135                next.control_r.orientation =
136                    Quaternion::rotation_x(PI / 2.0 + slow * 0.1 + s_a.grip.0 * 0.2)
137                        * Quaternion::rotation_y(-0.4 + slow * 0.0 + s_a.grip.0 * 0.2)
138                        * Quaternion::rotation_z(-0.0);
139
140                next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm)
141                    * Quaternion::rotation_y(-0.2 * speednorm)
142                    * Quaternion::rotation_z(0.5);
143            },
144            Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Pick) => {
145                next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
146                next.control_r.position =
147                    Vec3::new(9.0 + s_a.grip.0 * 2.0, -1.0, -2.0 + speednorm * -3.0);
148
149                next.control.position = Vec3::new(
150                    -5.0,
151                    -1.0 + s_a.grip.2,
152                    -1.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
153                );
154
155                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + slow * 0.1)
156                    * Quaternion::rotation_y(-0.0)
157                    * Quaternion::rotation_z(-0.0);
158                next.control_r.orientation =
159                    Quaternion::rotation_x(0.5 + slow * 0.1 + s_a.grip.0 * 0.2)
160                        * Quaternion::rotation_y(0.2 + slow * 0.0 + s_a.grip.0 * 0.2)
161                        * Quaternion::rotation_z(-0.0);
162
163                next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm)
164                    * Quaternion::rotation_y(-0.2 * speednorm)
165                    * Quaternion::rotation_z(-0.3);
166
167                if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
168                    if spec.as_str() == "Ashen Axe" {
169                        next.main.position += Vec3::new(-4.0, -2.5, 0.0);
170                    }
171                }
172            },
173            Some(ToolKind::Dagger | ToolKind::Sword) => {
174                biped_small_wield_sword(&mut next, s_a, speednorm, slow);
175            },
176            Some(ToolKind::Natural) => {
177                if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
178                    match spec.as_str() {
179                        "ShamanicSpirit" => {
180                            next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
181                            next.hand_l.orientation = Quaternion::rotation_x(1.2);
182                            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
183                            next.hand_r.orientation = Quaternion::rotation_x(1.2);
184                            next.main.position = Vec3::new(0.0, 12.0, 5.0);
185                        },
186                        _ => {
187                            next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
188                            next.hand_l.orientation = Quaternion::rotation_x(1.2);
189                            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
190                            next.hand_r.orientation = Quaternion::rotation_x(1.2);
191                        },
192                    }
193                }
194            },
195            _ => {
196                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
197                next.hand_l.orientation = Quaternion::rotation_x(1.2);
198                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
199                next.hand_r.orientation = Quaternion::rotation_x(1.2);
200            },
201        }
202
203        match second_tool_kind {
204            Some(ToolKind::Axe) => {
205                next.control.position += Vec3::new(1.0, 0.0, 0.0);
206                next.control.orientation = Quaternion::rotation_x(0.0)
207                    * Quaternion::rotation_y(0.0)
208                    * Quaternion::rotation_z(0.0);
209
210                next.control_r.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
211                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 - slow * 0.1)
212                    * Quaternion::rotation_y(0.0)
213                    * Quaternion::rotation_z(0.0);
214
215                next.second.position += Vec3::new(8.0, -2.5, 4.0);
216                next.second.orientation = Quaternion::rotation_x(-PI / 2.0)
217                    * Quaternion::rotation_y(0.0)
218                    * Quaternion::rotation_z(0.0);
219            },
220            _ => {},
221        }
222
223        next
224    }
225}