veloren_voxygen_anim/character/
boost.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5
6pub struct BoostAnimation;
7
8type BoostAnimationDependency<'a> = ();
9
10impl Animation for BoostAnimation {
11    type Dependency<'a> = BoostAnimationDependency<'a>;
12    type Skeleton = CharacterSkeleton;
13
14    #[cfg(feature = "use-dyn-lib")]
15    const UPDATE_FN: &'static [u8] = b"character_boost\0";
16
17    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_boost")]
18    fn update_skeleton_inner(
19        skeleton: &Self::Skeleton,
20        _dep: Self::Dependency<'_>,
21        anim_time: f32,
22        rate: &mut f32,
23        s_a: &SkeletonAttr,
24    ) -> Self::Skeleton {
25        *rate = 1.0;
26        let mut next = (*skeleton).clone();
27
28        next.main.position = Vec3::new(10.0, -10.0, -10.0);
29        next.main.orientation = Quaternion::rotation_z(0.0);
30        next.second.position = Vec3::new(0.0, 0.0, 0.0);
31        next.second.orientation = Quaternion::rotation_z(0.0);
32
33        let (move1, move2, move3, tension) = (
34            anim_time.powf(0.25).min(1.0),
35            0.0,
36            0.0,
37            (anim_time * 20.0).sin() - 0.5,
38        );
39        let pullback = 1.0 - move3;
40        let move1 = move1 * pullback;
41        let move2 = move2 * pullback;
42
43        next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
44        next.hand_l.orientation =
45            Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
46        next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
47        next.hand_r.orientation = Quaternion::rotation_x(std::f32::consts::PI * 0.5);
48        next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0);
49        next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9)
50            * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0)
51            * Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3);
52
53        next.chest.orientation =
54            Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2);
55        next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
56        next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
57        next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
58
59        next
60    }
61}