veloren_voxygen_anim/character/
stunned.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6    comp::item::{Hands, ToolKind},
7    states::utils::StageSection,
8};
9use core::f32::consts::PI;
10
11pub struct StunnedAnimation;
12
13type StunnedAnimationDependency = (
14    Option<ToolKind>,
15    Option<ToolKind>,
16    (Option<Hands>, Option<Hands>),
17    f32,
18    f32,
19    Option<StageSection>,
20    f32,
21    bool,
22);
23impl Animation for StunnedAnimation {
24    type Dependency<'a> = StunnedAnimationDependency;
25    type Skeleton = CharacterSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"character_stunned\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_stunned")]
31    fn update_skeleton_inner(
32        skeleton: &Self::Skeleton,
33        (
34            active_tool_kind,
35            _second_tool_kind,
36            hands,
37            _velocity,
38            global_time,
39            stage_section,
40            timer,
41            wield_status,
42        ): Self::Dependency<'_>,
43        anim_time: f32,
44        rate: &mut f32,
45        s_a: &SkeletonAttr,
46    ) -> Self::Skeleton {
47        *rate = 1.0;
48        let mut next = (*skeleton).clone();
49
50        let (movement1base, movement2) = match stage_section {
51            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
52            Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
53            _ => (0.0, 0.0),
54        };
55        let pullback = 1.0 - movement2;
56        let subtract = global_time - timer;
57        let check = subtract - subtract.trunc();
58        let mirror = (check - 0.5).signum();
59        let movement1 = movement1base * pullback * mirror;
60        let movement1abs = movement1base * pullback;
61
62        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
63        next.head.orientation = Quaternion::rotation_z(movement1 * -0.3);
64        next.shorts.orientation =
65            Quaternion::rotation_x(movement1abs * -0.2) * Quaternion::rotation_z(movement1 * -0.3);
66        next.belt.orientation =
67            Quaternion::rotation_x(movement1abs * -0.1) * Quaternion::rotation_z(movement1 * -0.2);
68
69        next.chest.orientation =
70            Quaternion::rotation_x(movement1abs * 0.3) * Quaternion::rotation_z(movement1 * 1.0);
71        if wield_status {
72            next.main.position = Vec3::new(0.0, 0.0, 0.0);
73            next.main.orientation = Quaternion::rotation_x(0.0);
74            next.second.position = Vec3::new(0.0, 0.0, 0.0);
75            next.second.orientation = Quaternion::rotation_z(0.0);
76            match hands {
77                (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
78                    Some(ToolKind::Sword) => {
79                        next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
80                        next.hand_l.orientation =
81                            Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
82                        next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
83                        next.hand_r.orientation =
84                            Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
85
86                        next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
87                        next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
88                    },
89                    Some(ToolKind::Axe) => {
90                        next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
91                        next.hand_l.orientation =
92                            Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
93                        next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
94                        next.hand_r.orientation =
95                            Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
96
97                        next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
98                        next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
99                            * Quaternion::rotation_y(s_a.ac.4)
100                            * Quaternion::rotation_z(s_a.ac.5);
101                    },
102                    Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
103                        next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
104                        next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
105                            * Quaternion::rotation_y(s_a.hhl.4)
106                            * Quaternion::rotation_z(s_a.hhl.5);
107                        next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
108                        next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
109                            * Quaternion::rotation_y(s_a.hhr.4)
110                            * Quaternion::rotation_z(s_a.hhr.5);
111
112                        next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
113                        next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
114                            * Quaternion::rotation_y(s_a.hc.4)
115                            * Quaternion::rotation_z(s_a.hc.5);
116                    },
117                    Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
118                        next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
119                        next.hand_r.orientation =
120                            Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
121
122                        next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
123
124                        next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
125                        next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
126
127                        next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
128                            * Quaternion::rotation_y(s_a.stc.4)
129                            * Quaternion::rotation_z(s_a.stc.5);
130                    },
131                    Some(ToolKind::Bow) => {
132                        next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
133                        next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
134                        next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
135                        next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
136
137                        next.hold.position = Vec3::new(0.0, -1.0, -5.2);
138                        next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
139                        next.hold.scale = Vec3::one() * 1.0;
140
141                        next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
142                        next.control.orientation =
143                            Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
144                    },
145                    Some(ToolKind::Debug) => {
146                        next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
147                        next.hand_l.orientation = Quaternion::rotation_x(1.27);
148                        next.main.position = Vec3::new(-5.0, 5.0, 23.0);
149                        next.main.orientation = Quaternion::rotation_x(PI);
150                    },
151                    Some(ToolKind::Farming) => {
152                        next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
153                        next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
154                        next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
155                        next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
156                        next.main.position = Vec3::new(7.5, 7.5, 13.2);
157                        next.main.orientation = Quaternion::rotation_y(PI);
158                        next.control.position = Vec3::new(-11.0, 1.8, 4.0);
159                    },
160                    Some(ToolKind::Instrument) => {
161                        next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
162                        next.hand_l.orientation = Quaternion::rotation_x(1.27);
163                        next.main.position = Vec3::new(-5.0, 5.0, 23.0);
164                        next.main.orientation = Quaternion::rotation_x(PI);
165                    },
166                    _ => {},
167                },
168                (_, _) => {},
169            };
170            match hands {
171                (Some(Hands::One), _) => {
172                    next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
173                    next.control_l.orientation = Quaternion::rotation_x(-0.3);
174                    next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
175                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
176                },
177                (_, _) => {},
178            };
179            match hands {
180                (None | Some(Hands::One), Some(Hands::One)) => {
181                    next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
182                    next.control_r.orientation = Quaternion::rotation_x(-0.3);
183                    next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
184                    next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
185                },
186                (_, _) => {},
187            };
188            match hands {
189                (None, None) | (None, Some(Hands::One)) => {
190                    next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
191                    next.hand_l.orientation =
192                        Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
193                },
194                (_, _) => {},
195            };
196            match hands {
197                (None, None) | (Some(Hands::One), None) => {
198                    next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
199                    next.hand_r.orientation =
200                        Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
201                },
202                (_, _) => {},
203            }
204        } else if mirror > 0.0 {
205            next.hand_r.position = Vec3::new(
206                s_a.hand.0 + movement1abs * -4.0,
207                s_a.hand.1 + movement1 * 7.0,
208                s_a.hand.2 + movement1 * 6.0,
209            );
210            next.hand_r.orientation =
211                Quaternion::rotation_x(movement1 * 1.2) * Quaternion::rotation_y(movement1 * 1.2);
212        } else {
213            next.hand_l.position = Vec3::new(
214                -s_a.hand.0 + movement1abs * 4.0,
215                s_a.hand.1 + movement1abs * 7.0,
216                s_a.hand.2 + movement1abs * 6.0,
217            );
218            next.hand_l.orientation = Quaternion::rotation_x(movement1abs * 1.2)
219                * Quaternion::rotation_y(movement1 * 1.2);
220        };
221        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
222        next.torso.orientation = Quaternion::rotation_z(0.0);
223
224        if let (None, Some(Hands::Two)) = hands {
225            next.second = next.main;
226        }
227
228        next
229    }
230}