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

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use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
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use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
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pub struct ChargeswingAnimation;
impl Animation for ChargeswingAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_chargeswing\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
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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 lab: f32 = 1.0;
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let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
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// end spin stuff
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let (move1base, move2base, movement3, tension, test) = match stage_section {
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Some(StageSection::Charge) => (
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(anim_time.powf(0.25)).min(1.0),
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0.0,
0.0,
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(anim_time * 18.0 * lab).sin(),
0.0,
),
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Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
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};
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let pullback = (1.0 - movement3);
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let slowrise = test * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
if let Some(ToolKind::Hammer) = active_tool_kind {}
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
next.head.position = Vec3::new(
0.0 + (move1 * -1.0 + move2 * 2.0),
s_a.head.0 + (move1 * 1.0),
s_a.head.1,
);
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
},
_ => {},
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}
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match hands {
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
next.hand_l.orientation =
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
next.control.position = Vec3::new(
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
* Quaternion::rotation_y(
s_a.hc.4
+ (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
)
* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.control_l.position = Vec3::new(
-7.0 + move1 * 4.0,
8.0 + move1 * 2.0 + move2 * 4.0,
2.0 + move1 * -1.0 + slowrise * 8.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.0 + slowrise * -1.5)
* Quaternion::rotation_y(
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
next.control_r.position = Vec3::new(
7.0 + move1 * 1.0 + move2 * -20.0,
8.0 + move1 * 1.0 + move2 * 4.0,
2.0 + move1 * -3.0 + slowrise * 8.0,
);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0)
* Quaternion::rotation_y(
tension * -0.07 + move1 * -2.0 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(1.57)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
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next
}
}