veloren/voxygen/anim/src/character/beam.rs

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use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f64,
f32,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beam")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, _global_time, velocity, stage_section): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Cast) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthl.3) * Quaternion::rotation_y(s_a.sthl.4);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthl.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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next.control.position = Vec3::new(-4.0, 7.0, 4.0);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(0.0);
match active_tool_kind {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.control.position = Vec3::new(
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s_a.stc.0 + (move1 * 16.0) * (1.0 - move3),
s_a.stc.1 + (move1 + (move2 * 8.0).sin() * 2.0) * (1.0 - move3),
s_a.stc.2 + (move1 * 10.0) * (1.0 - move3),
);
next.control.orientation =
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Quaternion::rotation_x(s_a.stc.3 + (move1 * -1.2) * (1.0 - move3))
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* Quaternion::rotation_y(
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s_a.stc.4
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+ (move1 * -1.4 + (move2 * 16.0).sin() * 0.07) * (1.0 - move3),
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)
* Quaternion::rotation_z(
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(move1 * -1.7 + (move2 * 8.0 + PI / 4.0).sin() * 0.3) * (1.0 - move3),
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);
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next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
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0.0 + (move1 * -1.0 + (move2 * 8.0).sin() * 3.5) * (1.0 - move3),
0.0 + (move1 * -5.0 + (move2 * 8.0).sin() * -2.0 + (move2 * 16.0).sin() * -1.5)
* (1.0 - move3),
-4.0 + (move1 * 19.0 + (move2 * 8.0 + PI / 2.0).sin() * 3.5) * (1.0 - move3),
);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.sthr.3 + (move1 * -0.3) * (1.0 - move3))
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* Quaternion::rotation_y(
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(move1 * -1.1 + (move2 * 8.0 + PI / 2.0).sin() * -0.3) * (1.0 - move3),
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)
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* Quaternion::rotation_z((move1 * -2.8) * (1.0 - move3));
if velocity < 0.5 {
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.5 + (move2 * 16.0).sin() * 0.05);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_z(move1 * 0.5);
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * 4.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_z(move1 * 0.5);
next.chest.orientation =
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Quaternion::rotation_x(move1 * -0.2 + (move2 * 8.0).sin() * 0.05)
* Quaternion::rotation_z(move1 * 0.5);
next.belt.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.1);
next.shorts.orientation =
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move1 * -0.2);
} else {
};
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},
_ => {},
}
next
}
}