veloren_voxygen_anim/golem/
shoot.rs1use super::{
2 super::{Animation, vek::*},
3 GolemSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6use core::f32::consts::PI;
7
8pub struct ShootAnimation;
9
10impl Animation for ShootAnimation {
11 type Dependency<'a> = (Option<StageSection>, f32, f32, Dir, Option<&'a str>);
12 type Skeleton = GolemSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"golem_shoot\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "golem_shoot"))]
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (stage_section, _global_time, _timer, look_dir, 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 let (move1base, move2base, move3) = match stage_section {
28 Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
29 Some(StageSection::Action) => (1.0, anim_time, 0.0),
30 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
31 _ => (0.0, 0.0, 0.0),
32 };
33
34 if let Some("common.abilities.custom.ancienteffigy.blast") = ability_id {
36 next.upper_torso.scale = Vec3::one() * (1.0 - move1base);
37 }
38
39 let pullback = 1.0 - move3;
40
41 let move1 = move1base * pullback;
42 let move2 = move2base * pullback;
43
44 next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5);
45
46 next.upper_torso.orientation =
47 Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
48
49 next.lower_torso.orientation =
50 Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
51
52 next.shoulder_l.orientation =
53 Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
54
55 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + PI / 2.0))
56 * Quaternion::rotation_y(move1 * 0.0);
57
58 next.hand_l.orientation =
59 Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
60
61 next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
62 * Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
63
64 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
65 next
66 }
67}