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