veloren_voxygen_anim/theropod/
combomelee.rs1use super::{
2 super::{Animation, vek::*},
3 SkeletonAttr, TheropodSkeleton,
4};
5use common::states::utils::StageSection;
6
7pub struct ComboAnimation;
8
9impl Animation for ComboAnimation {
10 type Dependency<'a> = (Option<&'a str>, StageSection, usize, f32, f32);
11 type Skeleton = TheropodSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"theropod_combo\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_combo")]
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (_ability_id, stage_section, current_strike, global_time, timer): Self::Dependency<'_>,
20 anim_time: f32,
21 _rate: &mut f32,
22 _s_a: &SkeletonAttr,
23 ) -> Self::Skeleton {
24 let mut next = (*skeleton).clone();
25
26 let multi_strike_pullback = 1.0
27 - if matches!(stage_section, StageSection::Recover) {
28 anim_time.powi(4)
29 } else {
30 0.0
31 };
32
33 for strike in 0..=current_strike {
34 match strike {
35 0 => {
36 let (movement1base, movement2base) = match stage_section {
37 StageSection::Buildup => (anim_time.powi(2), 0.0),
38 StageSection::Action => (1.0, anim_time.powi(4)),
39 _ => (0.0, 0.0),
40 };
41 let subtract = global_time - timer;
42 let check = subtract - subtract.trunc();
43 let mirror = (check - 0.5).signum();
44 let movement1 = mirror * movement1base * multi_strike_pullback;
45 let movement2 = mirror * movement2base * multi_strike_pullback;
46 let movement1abs = movement1base * multi_strike_pullback;
47 let movement2abs = movement2base * multi_strike_pullback;
48
49 next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2)
50 * Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.2);
51 next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.3)
52 * Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.1);
53
54 next.jaw.orientation =
55 Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
56
57 next.chest_front.orientation = Quaternion::rotation_x(movement1abs * -0.2);
58 next.chest_back.orientation = Quaternion::rotation_x(movement1abs * 0.2);
59
60 next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.1);
61
62 next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.1);
63 next.foot_l.orientation = Quaternion::rotation_x(movement1abs * -0.3);
64 next.foot_r.orientation = Quaternion::rotation_x(movement1abs * -0.3);
65
66 next.tail_front.orientation =
67 Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3)
68 * Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2);
69
70 next.tail_back.orientation =
71 Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3)
72 * Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2);
73 },
74 1 | 2 => {
75 let (movement1base, movement2base) = match stage_section {
76 StageSection::Buildup => (anim_time.powi(2), 0.0),
77 StageSection::Action => (1.0, anim_time.powi(4)),
78 _ => (0.0, 0.0),
79 };
80 let subtract = global_time - timer;
81 let check = subtract - subtract.trunc();
82 let mirror = (check - 0.5).signum();
83 let movement1 = mirror * movement1base * multi_strike_pullback;
84 let movement2 = mirror * movement2base * multi_strike_pullback;
85 let movement1abs = movement1base * multi_strike_pullback;
86 let movement2abs = movement2base * multi_strike_pullback;
87
88 next.head.orientation =
89 Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.2)
90 * Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1);
91 next.neck.orientation =
92 Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2)
93 * Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1);
94
95 next.chest_front.orientation =
96 Quaternion::rotation_x(movement1abs * 0.6 + movement2abs * -1.5);
97 next.chest_back.orientation =
98 Quaternion::rotation_x(movement1abs * -0.6 + movement2abs * 1.5);
99
100 next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.5);
101
102 next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.5);
103 next.foot_l.orientation = Quaternion::rotation_x(movement1abs * 0.4);
104 next.foot_r.orientation = Quaternion::rotation_x(movement1abs * 0.4);
105
106 next.tail_front.orientation =
107 Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3);
108
109 next.tail_back.orientation =
110 Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3);
111 },
112 _ => {},
113 }
114 }
115
116 next
117 }
118}