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

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use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
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,
(active_tool_kind, second_tool_kind, _global_time, velocity, stage_section): Self::Dependency,
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();
let (movement1, movement2, movement3) = 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(0.0, 0.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.main.position = Vec3::new(0.0, 0.0, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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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 {
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
next.control.position = Vec3::new(
-4.0 + movement1 * 16.0 + movement3 * -16.0,
7.0 + movement1 + (movement2 * 8.0).sin() * 2.0 + movement3 * -1.0,
4.0 + movement1 * 4.0 + movement3 * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -1.2 + movement3 * 1.2)
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* Quaternion::rotation_y(
0.15 + movement1 * -1.4
+ (movement2 * 16.0).sin() * 0.07
+ movement3 * 1.4,
)
* Quaternion::rotation_z(
movement1 * -1.7
+ (movement2 * 8.0 + PI / 4.0).sin() * 0.3
+ movement3 * 1.7,
);
next.head.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(
0.0 + movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5 + movement3,
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0.0 + movement1 * -5.0
+ (movement2 * 8.0).sin() * -2.0
+ (movement2 * 16.0).sin() * -1.5
+ movement3 * 5.0,
-4.0 + movement1 * 19.0
+ (movement2 * 8.0 + PI / 2.0).sin() * 3.5
+ movement3 * -19.0,
);
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next.hand_l.orientation = Quaternion::rotation_x(1.57 + movement3 * -0.3)
* Quaternion::rotation_y(
movement1 * -1.1
+ (movement2 * 8.0 + PI / 2.0).sin() * -0.3
+ movement3 * 1.1,
)
* Quaternion::rotation_z(movement1 * -2.8 + movement3 * 2.8);
if velocity < 0.5 {
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next.head.orientation =
Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05);
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next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 + movement1 * -3.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(movement1 * -0.5)
* Quaternion::rotation_z(movement1 * 0.5);
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next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + movement1 * 4.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_z(movement1 * 0.5);
next.chest.orientation =
Quaternion::rotation_x(movement1 * -0.2 + (movement2 * 8.0).sin() * 0.05)
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* Quaternion::rotation_z(movement1 * 0.5);
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.2)
* Quaternion::rotation_z(movement1 * -0.2);
} else {
};
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},
_ => {},
}
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}