veloren_voxygen_anim/quadruped_low/
dash.rs

1use super::{
2    super::{
3        Animation,
4        util::{bounce, elastic},
5        vek::*,
6    },
7    QuadrupedLowSkeleton, SkeletonAttr,
8};
9use common::{comp::body::parts::HeadState, states::utils::StageSection};
10//use std::ops::Rem;
11use std::f32::consts::PI;
12
13pub struct DashAnimation;
14
15impl Animation for DashAnimation {
16    type Dependency<'a> = (
17        Option<&'a str>,
18        f32,
19        f32,
20        Option<StageSection>,
21        f32,
22        [HeadState; 3],
23    );
24    type Skeleton = QuadrupedLowSkeleton;
25
26    #[cfg(feature = "use-dyn-lib")]
27    const UPDATE_FN: &'static [u8] = b"quadruped_low_dash\0";
28
29    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_dash")]
30    fn update_skeleton_inner(
31        skeleton: &Self::Skeleton,
32        (ability_id, _velocity, global_time, stage_section, timer, heads): Self::Dependency<'_>,
33        anim_time: f32,
34        _rate: &mut f32,
35        s_a: &SkeletonAttr,
36    ) -> Self::Skeleton {
37        let mut next = (*skeleton).clone();
38
39        match ability_id {
40            Some("common.abilities.custom.rocksnapper.dash") => {
41                let (buildup, charge, _action, recover) = match stage_section {
42                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
43                    Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
44                    Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
45                    Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
46                    _ => (0.0, 0.0, 0.0, 0.0),
47                };
48                let quick_buildup = buildup.powf(0.2);
49                let elastic_recover = elastic(recover);
50                next.head_c_upper.position = Vec3::new(
51                    0.0,
52                    s_a.head_upper.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
53                    s_a.head_upper.1,
54                );
55                next.head_c_upper.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
56                next.head_c_lower.position = Vec3::new(
57                    0.0,
58                    s_a.head_lower.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
59                    s_a.head_lower.1,
60                );
61                next.head_c_lower.scale = Vec3::one()
62                    * (1.0 - buildup + elastic_recover)
63                    * heads[1].is_attached() as i32 as f32;
64                next.foot_fl.position = Vec3::new(
65                    -s_a.feet_f.0 + (quick_buildup - elastic_recover) * 8.0,
66                    s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
67                    s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
68                );
69                next.foot_fl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
70                next.foot_fr.position = Vec3::new(
71                    s_a.feet_f.0 - (quick_buildup - elastic_recover) * 8.0,
72                    s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
73                    s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
74                );
75                next.foot_fr.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
76                next.foot_bl.position = Vec3::new(
77                    -s_a.feet_b.0 + (quick_buildup - elastic_recover) * 8.0,
78                    s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
79                    s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
80                );
81                next.foot_bl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
82                next.foot_br.position = Vec3::new(
83                    s_a.feet_b.0 - (quick_buildup - elastic_recover) * 8.0,
84                    s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
85                    s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
86                );
87                next.foot_br.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
88                next.tail_front.position = Vec3::new(
89                    0.0,
90                    s_a.tail_front.0 + (quick_buildup - elastic_recover) * 20.0,
91                    s_a.tail_front.1,
92                );
93                next.tail_front.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
94                next.tail_rear.position = Vec3::new(
95                    0.0,
96                    s_a.tail_rear.0 + (quick_buildup - elastic_recover) * 20.0,
97                    s_a.tail_rear.1,
98                );
99                next.tail_rear.scale = Vec3::one() * (1.0 - buildup + recover);
100
101                next.chest.position = Vec3::new(
102                    0.0,
103                    0.0,
104                    s_a.chest.1 - bounce(buildup) * 5.0 + elastic(recover) * 5.0,
105                );
106                next.chest.orientation =
107                    Quaternion::rotation_z(2.0 * PI * buildup + 4.0 * PI * charge);
108            },
109            _ => {
110                let (buildup, chargemovementbase, action, recover) = match stage_section {
111                    Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
112                    Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0),
113                    Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
114                    Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
115                    _ => (0.0, 0.0, 0.0, 0.0),
116                };
117                let pullback = 1.0 - recover;
118                let subtract = global_time - timer;
119                let check = subtract - subtract.trunc();
120                let mirror = (check - 0.5).signum();
121                let twitch1 = (mirror * buildup * 9.5).sin();
122                let twitch1fast = (mirror * buildup * 25.0).sin();
123                let buildup_abs = buildup * pullback;
124                let action_abs = action * pullback;
125                let short = ((1.0
126                    / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
127                .sqrt())
128                    * ((anim_time * 16.0_f32 + PI * 0.25).sin())
129                    * chargemovementbase
130                    * pullback;
131                let shortalt =
132                    (anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;
133
134                // Central head
135                next.head_c_upper.orientation =
136                    Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
137                        * Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
138
139                next.head_c_lower.orientation =
140                    Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
141                        * Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
142
143                next.jaw_c.orientation = Quaternion::rotation_x(
144                    twitch1fast * 0.2
145                        + buildup_abs * -0.3
146                        + action_abs * 1.2
147                        + chargemovementbase * -0.5,
148                );
149
150                // Left head
151                next.head_l_upper.orientation =
152                    Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
153                        * Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
154
155                next.head_l_lower.orientation =
156                    Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
157                        * Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
158
159                next.jaw_l.orientation = Quaternion::rotation_x(
160                    twitch1fast * 0.2
161                        + buildup_abs * -0.3
162                        + action_abs * 1.2
163                        + chargemovementbase * -0.5,
164                );
165
166                // Right head
167                next.head_r_upper.orientation =
168                    Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
169                        * Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
170
171                next.head_r_lower.orientation =
172                    Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
173                        * Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
174
175                next.jaw_r.orientation = Quaternion::rotation_x(
176                    twitch1fast * 0.2
177                        + buildup_abs * -0.3
178                        + action_abs * 1.2
179                        + chargemovementbase * -0.5,
180                );
181
182                next.chest.orientation =
183                    Quaternion::rotation_z(twitch1 * 0.06) * Quaternion::rotation_y(short * 0.06);
184
185                next.tail_front.orientation = Quaternion::rotation_x(
186                    0.15 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
187                ) * Quaternion::rotation_z(shortalt * 0.15);
188
189                next.tail_rear.orientation =
190                    Quaternion::rotation_x(
191                        -0.12 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
192                    ) * Quaternion::rotation_z(shortalt * 0.15 + twitch1fast * 0.3);
193            },
194        }
195        next
196    }
197}