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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct SpinAnimation;
impl Animation for SpinAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spin\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _global_time): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 10.32).sin());
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
if let Some(
ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Sword(_) | ToolKind::Dagger(_),
) = active_tool_kind
{
//INTENTION: SWORD
next.l_hand.offset = Vec3::new(-0.75, -1.0, -2.5);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.75, -1.5, -5.5);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
next.control.ori = Quaternion::rotation_x(-1.7)
* Quaternion::rotation_y(0.2 + spin * -2.0)
* Quaternion::rotation_z(1.4 + spin * 0.1);
next.control.scale = Vec3::one();
next.head.offset = Vec3::new(
0.0,
-2.0 + skeleton_attr.head.0 + spin * -0.8,
skeleton_attr.head.1,
);
next.head.ori = Quaternion::rotation_z(spin * -0.25)
* Quaternion::rotation_x(0.0 + spin * -0.1)
* Quaternion::rotation_y(spin * -0.2);
next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(spin * 0.1)
* Quaternion::rotation_x(0.0 + spin * 0.1)
* Quaternion::rotation_y(decel * -0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = next.chest.ori * -0.1;
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.belt.ori = next.chest.ori * -0.08;
next.shorts.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3))
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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next.l_foot.offset = Vec3::new(-skeleton_attr.foot.0, foot * 1.0, skeleton_attr.foot.2);
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next.l_foot.ori = Quaternion::rotation_x(foot * -1.2);
next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(skeleton_attr.foot.0, foot * -1.0, skeleton_attr.foot.2);
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next.r_foot.ori = Quaternion::rotation_x(foot * 1.2);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
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next.lantern.ori =
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
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(),
};
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next
}
}