veloren_voxygen_anim/crustacean/
leapmelee.rs

1use super::{
2    super::{Animation, vek::*},
3    CrustaceanSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct LeapMeleeAnimation;
8
9impl Animation for LeapMeleeAnimation {
10    type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>, f32);
11    type Skeleton = CrustaceanSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"crustacean_leapmelee\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_leapmelee")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        (ability_id, _velocity, global_time, stage_section, timer): Self::Dependency<'_>,
20        anim_time: f32,
21        _rate: &mut f32,
22        s_a: &SkeletonAttr,
23    ) -> Self::Skeleton {
24        let mut next = (*skeleton).clone();
25
26        let (movement1base, movement2base, movement3base, movement4) = match stage_section {
27            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
28            Some(StageSection::Movement) => (1.0, anim_time, 0.0, 0.0),
29            Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
30            Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
31            _ => (0.0, 0.0, 0.0, 0.0),
32        };
33        let pullback = 1.0 - movement4;
34        let subtract = global_time - timer;
35        let check = subtract - subtract.trunc();
36        let mirror = (check - 0.5).signum();
37        let movement1abs = movement1base * pullback;
38        let movement2abs = movement2base * pullback;
39        let movement3abs = movement3base * pullback;
40
41        let twitch1 = (movement1base * 10.0).sin() * (1.0 - movement2base);
42        let _twitch3 = (movement3base * 5.0).sin() * mirror;
43
44        let twitch1abs = twitch1 * mirror;
45
46        next.leg_fl.position =
47            Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
48        next.leg_fr.position =
49            Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
50        next.leg_cl.position =
51            Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
52        next.leg_cr.position =
53            Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
54        next.leg_bl.position =
55            Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
56        next.leg_br.position =
57            Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 - movement2abs * 3.0);
58
59        match ability_id {
60            Some("common.abilities.custom.karkatha.leap") => {
61                next.chest.orientation = Quaternion::rotation_x(
62                    movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3,
63                ) * Quaternion::rotation_y(twitch1abs * -0.3);
64
65                next.arm_r.orientation =
66                    Quaternion::rotation_z(movement1abs * 0.7 - movement3abs * 1.2);
67                next.arm_l.orientation =
68                    Quaternion::rotation_z(movement1abs * -0.3 + movement3abs * 0.5);
69            },
70
71            Some("common.abilities.custom.karkatha.spinleap") => {
72                next.chest.orientation = Quaternion::rotation_x(
73                    movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3,
74                ) * Quaternion::rotation_y(twitch1abs * -0.3)
75                    * Quaternion::rotation_z(
76                        movement1abs * -6.0 + movement2abs * 6.0 + movement3abs * -7.0,
77                    );
78
79                next.pincer_r0.orientation = Quaternion::rotation_z(movement2abs * 1.2);
80
81                next.pincer_r0.position =
82                    Vec3::new(0.0 - movement2abs * 12.0, 0.0 + movement2abs * 12.0, 0.0);
83
84                next.pincer_l0.orientation = Quaternion::rotation_z(movement2abs * -1.2);
85
86                next.pincer_l0.position =
87                    Vec3::new(0.0 + movement2abs * 12.0, 0.0 + movement2abs * 12.0, 0.0);
88            },
89            _ => {},
90        }
91
92        next
93    }
94}