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

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use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::Hands,
states::utils::{AbilityInfo, StageSection},
};
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pub struct Input {
pub attack: bool,
}
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
#[allow(clippy::type_complexity)]
type Dependency<'a> = (
Option<AbilityInfo>,
(Option<Hands>, Option<Hands>),
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f32,
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f32,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_shockwave")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
(_ability_info, hands, _global_time, velocity, stage_section): Self::Dependency<'a>,
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anim_time: f32,
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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, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
};
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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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.sthr.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(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4);
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let twist = move1 * 0.8;
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next.control.position = Vec3::new(
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s_a.stc.0 + (move1 * 5.0) * (1.0 - move3),
s_a.stc.1 + (move1 * 5.0) * (1.0 - move3),
s_a.stc.2 + (move1 * 10.0 + move2 * -10.0) * (1.0 - move3),
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);
next.control.orientation =
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Quaternion::rotation_x(s_a.stc.3 + (move1 * 0.8) * (1.0 - move3))
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* Quaternion::rotation_y(
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s_a.stc.4 + (move1 * -0.15 + move2 * -0.15) * (1.0 - move3),
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)
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* Quaternion::rotation_z((move1 * 0.8 + move2 * -0.8) * (1.0 - move3));
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next.head.orientation = Quaternion::rotation_x((move1 * 0.4) * (1.0 - move3))
* Quaternion::rotation_z((twist * 0.2 + move2 * -0.8) * (1.0 - move3));
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next.chest.position = Vec3::new(
0.0,
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s_a.chest.0,
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s_a.chest.1 + (move1 * 2.0 + move2 * -4.0) * (1.0 - move3),
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);
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next.chest.orientation = Quaternion::rotation_x((move2 * -0.8) * (1.0 - move3))
* Quaternion::rotation_z(twist * -0.2 + move2 * -0.1 + (1.0 - move3));
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next.belt.orientation = Quaternion::rotation_x((move2 * 0.2) * (1.0 - move3))
* Quaternion::rotation_z((twist * 0.6 + move2 * -0.48) * (1.0 - move3));
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next.shorts.orientation = Quaternion::rotation_x((move2 * 0.3) * (1.0 - move3))
* Quaternion::rotation_z((twist + move2 * -0.8) * (1.0 - move3));
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if velocity < 0.5 {
next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
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s_a.foot.2,
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);
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next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
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}
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
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next
}
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}