veloren_voxygen_anim/character/
consume.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::ConsumableKind,
7 states::{use_item::ItemUseKind, utils::StageSection},
8};
9
10pub struct ConsumeAnimation;
11
12impl Animation for ConsumeAnimation {
13 type Dependency<'a> = (f32, Option<StageSection>, Option<ItemUseKind>);
14 type Skeleton = CharacterSkeleton;
15
16 #[cfg(feature = "use-dyn-lib")]
17 const UPDATE_FN: &'static [u8] = b"character_consume\0";
18
19 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_consume")]
20 fn update_skeleton_inner(
21 skeleton: &Self::Skeleton,
22 (_global_time, stage_section, item_kind): Self::Dependency<'_>,
23 anim_time: f32,
24 _rate: &mut f32,
25 s_a: &SkeletonAttr,
26 ) -> Self::Skeleton {
27 let mut next = (*skeleton).clone();
28
29 match item_kind {
30 Some(ItemUseKind::Consumable(ConsumableKind::Drink)) => {
31 let (move1, move2, move3) = match stage_section {
32 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
33 Some(StageSection::Action) => (1.0, (anim_time * 8.0).sin(), 0.0),
34 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.25)),
35 _ => (0.0, 0.0, 0.0),
36 };
37 let pullback = 1.0 - move3;
38 let move2 = move2 * pullback;
39 let move1 = move1 * pullback;
40 next.head.orientation = Quaternion::rotation_x(move1 * 0.5 + move2 * -0.05);
41
42 next.hand_r.position = Vec3::new(
43 s_a.hand.0 + move1 * -4.0,
44 s_a.hand.1 + move1 * 6.0,
45 s_a.hand.2 + move1 * 10.0 + move2 * -1.0,
46 );
47 next.hand_r.orientation = Quaternion::rotation_x(move1 * 2.3 + move2 * -0.2)
48 * Quaternion::rotation_y(move1 * 1.2);
49 next.chest.orientation = Quaternion::rotation_x(move1 * 0.25);
50 next.hand_l.position = Vec3::new(
51 -s_a.hand.0 + move1 * 3.0,
52 s_a.hand.1 + move1 * 2.0,
53 s_a.hand.2,
54 );
55
56 next.hand_l.orientation =
57 Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
58 },
59 Some(ItemUseKind::Consumable(ConsumableKind::Charm)) => {
60 let (move1, move2, move3) = match stage_section {
61 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
62 Some(StageSection::Action) => (1.0, (anim_time * 6.0).sin(), 0.0),
63 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.25)),
64 _ => (0.0, 0.0, 0.0),
65 };
66
67 let pullback = 1.0 - move3;
68 let move1 = move1 * pullback;
69 let move2 = move2 * pullback;
70
71 next.head.orientation =
72 Quaternion::rotation_x(move1 * -0.3) * Quaternion::rotation_z((move2) * 0.25);
73 next.chest.orientation = Quaternion::rotation_x(move1 * -0.2);
74 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.7);
75 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.7);
76
77 next.hand_r.position = Vec3::new(
78 s_a.hand.0 - move1 * 1.5 + move2 * 1.0,
79 s_a.hand.1 + move1 * 8.0,
80 s_a.hand.2 + move1 * 4.0,
81 );
82 next.hand_l.position = Vec3::new(
83 -s_a.hand.0 + move1 * 1.5 + move2 * 1.0,
84 s_a.hand.1 + move1 * 8.0,
85 s_a.hand.2 + move1 * 4.0,
86 );
87
88 next.hand_r.orientation =
89 Quaternion::rotation_z(move1 * 0.4) * Quaternion::rotation_x(move1 * 2.3);
90 next.hand_l.orientation =
91 Quaternion::rotation_z(move1 * -0.4) * Quaternion::rotation_x(move1 * 2.3);
92 },
93 Some(ItemUseKind::Consumable(ConsumableKind::Food | ConsumableKind::ComplexFood)) => {
94 let (move1, move2, move3) = match stage_section {
95 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
96 Some(StageSection::Action) => (1.0, (anim_time * 12.0).sin(), 0.0),
97 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.25)),
98 _ => (0.0, 0.0, 0.0),
99 };
100 let pullback = 1.0 - move3;
101 let move2 = move2 * pullback;
102 let move1 = move1 * pullback;
103 next.head.position =
104 Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1 + move1 * 1.0);
105 next.head.orientation =
106 Quaternion::rotation_x(move1 * -0.3) * Quaternion::rotation_z(move2 * -0.15);
107
108 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -3.0);
109 next.chest.orientation =
110 Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_z(move2 * 0.05);
111
112 next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1);
113 next.belt.orientation = Quaternion::rotation_x(move1 * 0.2);
114
115 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
116
117 next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 3.0, s_a.shorts.1);
118 next.shorts.orientation = Quaternion::rotation_x(move1 * 0.7);
119
120 next.hand_l.position = Vec3::new(
121 -s_a.hand.0 + move1 * 3.0 + move2 * -1.0,
122 s_a.hand.1 + move1 * 5.0,
123 s_a.hand.2 + move1 * 3.0 + move2 * -2.0,
124 );
125
126 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
127 * Quaternion::rotation_y(move1 * -0.5 + move2 * 0.3);
128
129 next.hand_r.position = Vec3::new(
130 s_a.hand.0 + move1 * -3.0 + move2 * -1.0,
131 s_a.hand.1 + move1 * 5.0,
132 s_a.hand.2 + move1 * 3.0 + move2 * 2.0,
133 );
134 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
135 * Quaternion::rotation_y(move1 * 0.5 + move2 * 0.3);
136
137 next.foot_l.position = Vec3::new(
138 -s_a.foot.0,
139 s_a.foot.1 + move1 * 5.0,
140 s_a.foot.2 + move1 * 2.0,
141 );
142 next.foot_l.orientation = Quaternion::rotation_x(move1 * 1.2);
143
144 next.foot_r.position = Vec3::new(
145 s_a.foot.0,
146 s_a.foot.1 + move1 * 5.0,
147 s_a.foot.2 + move1 * 2.0,
148 );
149 next.foot_r.orientation = Quaternion::rotation_x(move1 * 1.2);
150
151 next.shoulder_l.position =
152 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
153
154 next.shoulder_r.position =
155 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
156 },
157 _ => {},
158 }
159
160 next
161 }
162}