veloren_voxygen_anim/golem/
alpha.rs

1use super::{
2    super::{Animation, vek::*},
3    GolemSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use core::f32::consts::PI;
7
8pub struct AlphaAnimation;
9
10impl Animation for AlphaAnimation {
11    type Dependency<'a> = (Option<StageSection>, f32, f32, Option<&'a str>);
12    type Skeleton = GolemSkeleton;
13
14    #[cfg(feature = "use-dyn-lib")]
15    const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
16
17    #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
18
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (stage_section, global_time, timer, ability_id): Self::Dependency<'_>,
22        anim_time: f32,
23        _rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        let mut next = (*skeleton).clone();
27
28        match ability_id {
29            Some(
30                "common.abilities.custom.stonegolemfist.spin"
31                | "common.abilities.custom.woodgolem.spin"
32                | "common.abilities.custom.coralgolem.spin"
33                | "common.abilities.custom.irongolemfist.spin",
34            ) => {
35                let (movement1, movement2, movement3) = match stage_section {
36                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
37                    Some(StageSection::Action) => (1.0, anim_time, 0.0),
38                    Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
39                    _ => (0.0, 0.0, 0.0),
40                };
41
42                let pullback = 1.0 - movement3;
43
44                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
45                next.head.orientation =
46                    Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
47                        * Quaternion::rotation_x(-0.2);
48
49                next.upper_torso.position =
50                    Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
51                next.upper_torso.orientation =
52                    Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
53
54                next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
55                next.lower_torso.orientation =
56                    Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI);
57
58                next.shoulder_l.position =
59                    Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
60                next.shoulder_l.orientation = Quaternion::rotation_x(0.0)
61                    * Quaternion::rotation_x(movement1 * 1.2 * pullback);
62
63                next.shoulder_r.position =
64                    Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
65                next.shoulder_r.orientation = Quaternion::rotation_x(0.0)
66                    * Quaternion::rotation_x(movement1 * -1.2 * pullback);
67
68                next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
69                next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback);
70
71                next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
72                next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
73
74                next.leg_l.position =
75                    Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
76                next.leg_l.orientation = Quaternion::rotation_x(0.0);
77
78                next.leg_r.position =
79                    Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
80                next.leg_r.orientation = Quaternion::rotation_x(0.0);
81
82                next.foot_l.position =
83                    Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
84                next.foot_l.orientation = Quaternion::rotation_x(0.0);
85
86                next.foot_r.position =
87                    Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
88                next.foot_r.orientation = Quaternion::rotation_x(0.0);
89
90                next.torso.position = Vec3::new(0.0, 0.0, 0.0);
91                next.torso.orientation = Quaternion::rotation_z(0.0);
92            },
93            _ => {
94                let (move1base, move2base, move3) = match stage_section {
95                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
96                    Some(StageSection::Action) => (1.0, anim_time, 0.0),
97                    Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
98                    _ => (0.0, 0.0, 0.0),
99                };
100
101                let pullback = 1.0 - move3;
102                let subtract = global_time - timer;
103                let check = subtract - subtract.trunc();
104                let mirror = (check - 0.5).signum();
105
106                let move1 = move1base * pullback;
107                let move2 = move2base * pullback;
108                if mirror > 0.0 {
109                    next.head.orientation = Quaternion::rotation_x(-0.2)
110                        * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
111
112                    next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
113                        * Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
114
115                    next.lower_torso.orientation =
116                        Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
117                            * Quaternion::rotation_x(move1 * 0.6);
118
119                    next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
120                        * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
121
122                    next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
123
124                    next.hand_l.orientation = Quaternion::rotation_z(0.0)
125                        * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
126
127                    next.hand_r.orientation =
128                        Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
129                } else {
130                    next.head.orientation = Quaternion::rotation_x(-0.2)
131                        * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
132
133                    next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
134                        * Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
135
136                    next.lower_torso.orientation =
137                        Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
138                            * Quaternion::rotation_x(move1 * 0.6);
139
140                    next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
141
142                    next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
143                        * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
144
145                    next.hand_l.orientation =
146                        Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
147
148                    next.hand_r.orientation = Quaternion::rotation_y(0.0)
149                        * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
150                };
151                next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
152            },
153        }
154
155        next
156    }
157}