veloren_voxygen_anim/golem/
shoot.rs

1use 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", export_name = "golem_shoot")]
18
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (stage_section, _global_time, _timer, look_dir, 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        let (move1base, move2base, move3) = match stage_section {
29            Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
30            Some(StageSection::Action) => (1.0, anim_time, 0.0),
31            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
32            _ => (0.0, 0.0, 0.0),
33        };
34
35        // AncientEffigy shrink
36        if let Some("common.abilities.custom.ancienteffigy.blast") = ability_id {
37            next.upper_torso.scale = Vec3::one() * (1.0 - move1base);
38        }
39
40        let pullback = 1.0 - move3;
41
42        let move1 = move1base * pullback;
43        let move2 = move2base * pullback;
44
45        next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5);
46
47        next.upper_torso.orientation =
48            Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
49
50        next.lower_torso.orientation =
51            Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
52
53        next.shoulder_l.orientation =
54            Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
55
56        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + PI / 2.0))
57            * Quaternion::rotation_y(move1 * 0.0);
58
59        next.hand_l.orientation =
60            Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
61
62        next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
63            * Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
64
65        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
66        next
67    }
68}