veloren/voxygen/anim/src/biped_large/dash.rs

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use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f64,
Option<StageSection>,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_dash\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_dash")]
#[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, 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 (movement1, movement2, movement3, _movement4) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0, 0.0),
};
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fn short(x: f32) -> f32 {
(((5.0) / (1.5 + 3.5 * ((x * 5.0).sin()).powi(2))).sqrt()) * ((x * 5.0).sin())
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}
fn foothoril(x: f32) -> f32 { (x * 5.0 + PI * 1.45).sin() }
fn foothorir(x: f32) -> f32 { (x * 5.0 + PI * (0.45)).sin() }
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fn footvertl(x: f32) -> f32 { (x * 5.0).sin() }
fn footvertr(x: f32) -> f32 { (x * 5.0 + PI).sin() }
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fn footrotl(x: f32) -> f32 {
(((1.0) / (0.05 + (0.95) * ((x * 5.0 + PI * 1.4).sin()).powi(2))).sqrt())
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* ((x * 5.0 + PI * 1.4).sin())
}
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fn footrotr(x: f32) -> f32 {
(((1.0) / (0.05 + (0.95) * ((x * 5.0 + PI * 0.4).sin()).powi(2))).sqrt())
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* ((x * 5.0 + PI * 0.4).sin())
}
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fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
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next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1);
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match active_tool_kind {
//TODO: Inventory
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Some(ToolKind::Sword) => {
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next.head.position =
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
next.head.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6);
next.upper_torso.position = Vec3::new(
0.0,
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s_a.upper_torso.0,
s_a.upper_torso.1 + 2.0 + shortalt(movement2) * -2.5,
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);
next.upper_torso.orientation =
//Quaternion::rotation_x(movement2.min(1.0) * -0.4 + movement3 * 0.4)
//* Quaternion::rotation_y(movement2.min(1.0) * -0.2 + movement3 * 0.3)
Quaternion::rotation_z(movement1 * 1.1 + movement3 * -2.2);
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next.control.position = Vec3::new(
-7.0 + movement1 * -5.0 + movement3 * -2.0,
7.0 + movement2.min(1.0) * -2.0,
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2.0 + movement2.min(1.0) * 2.0,
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);
next.control.orientation =
Quaternion::rotation_x(movement1 * -1.0 + movement3 * -0.5)
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* Quaternion::rotation_y(movement1 * 1.5 + movement3 * -2.5)
* Quaternion::rotation_z(0.0);
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next.lower_torso.orientation =
Quaternion::rotation_z(short(movement2).min(1.0) * 0.25);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
s_a.foot.1 + movement1 * -12.0 + foothoril(movement2) * -7.5,
s_a.foot.2 + ((footvertl(movement2) * -4.0).max(-1.0)),
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);
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next.foot_l.orientation =
Quaternion::rotation_x(movement1 * -1.0 + footrotl(movement2) * -0.6);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
s_a.foot.1 + foothorir(movement2) * -7.5,
s_a.foot.2 + ((footvertr(movement2) * -4.0).max(-1.0)),
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);
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next.foot_r.orientation = Quaternion::rotation_x(-0.6 + footrotr(movement2) * -0.6)
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* Quaternion::rotation_z(-0.2);
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},
_ => {},
}
next
}
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}