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

201 lines
8.2 KiB
Rust
Raw Normal View History

use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
2021-02-11 04:04:03 +00:00
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
Option<StageSection>,
2021-02-11 04:04:03 +00:00
f32,
);
impl Animation for ShootAnimation {
type Dependency = ShootAnimationDependency;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
2020-10-26 23:26:41 +00:00
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_second_tool_kind,
velocity,
2021-02-11 04:04:03 +00:00
_orientation,
_last_ori,
_global_time,
stage_section,
2021-02-11 04:04:03 +00:00
acc_vel,
): Self::Dependency,
2020-10-26 23:26:41 +00:00
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
2020-09-30 20:33:24 +00:00
2020-10-26 23:26:41 +00:00
let mut next = (*skeleton).clone();
2020-10-08 21:14:49 +00:00
2021-02-11 04:04:03 +00:00
let lab = 0.65 * s_a.tempo;
let speednorm = (speed / 12.0).powf(0.4);
let foothoril = (acc_vel * lab as f32 + PI * 1.45).sin() * speednorm;
let foothorir = (acc_vel * lab as f32 + PI * (0.45)).sin() * speednorm;
let footrotl =
(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab as f32 + PI * 1.4).sin());
let footrotr =
(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 0.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab as f32 + PI * 0.4).sin());
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotr * -0.2) * speednorm);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation =
Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
2020-10-26 23:26:41 +00:00
2021-02-11 04:04:03 +00:00
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip);
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
2020-10-26 23:26:41 +00:00
match active_tool_kind {
2021-02-11 04:04:03 +00:00
Some(ToolKind::StaffSimple) | Some(ToolKind::Sceptre) => {
let (movement1base, movement1shake, movement2base, movement3) = match stage_section
{
Some(StageSection::Buildup) => (
anim_time as f32,
(anim_time as f32 * 10.0 + PI).sin(),
0.0,
0.0,
),
Some(StageSection::Swing) => (1.0, 1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0, 0.0),
};
2021-02-11 04:04:03 +00:00
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
let movement2 = movement2base * pullback;
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
2020-10-26 23:26:41 +00:00
next.control.position = Vec3::new(
2021-02-11 04:04:03 +00:00
-3.0,
3.0 + s_a.grip / 1.2
+ movement1 * 4.0
+ movement2
+ movement1shake * 2.0
+ movement2 * -2.0,
-11.0 + -s_a.grip / 2.0 + movement1 * 3.0,
2020-10-26 23:26:41 +00:00
);
2021-02-11 04:04:03 +00:00
next.head.orientation = Quaternion::rotation_x(movement1 * -0.15)
* Quaternion::rotation_y(movement1 * 0.25)
* Quaternion::rotation_z(movement1 * 0.25);
next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
2021-02-11 04:04:03 +00:00
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement1 * 0.5)
* Quaternion::rotation_y(movement1 * -0.4);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + movement1 * 0.5)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(0.0);
2021-02-11 04:04:03 +00:00
next.control.orientation =
Quaternion::rotation_x(-0.2 + movement1 * -0.2 + movement1shake * 0.1)
* Quaternion::rotation_y(-0.1 + movement1 * 0.8 + movement2 * -0.3);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_x(
movement1 * 0.8 + 0.8 * speednorm + (footrotr * -0.2) * speednorm,
);
2021-02-11 04:04:03 +00:00
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation = Quaternion::rotation_x(
movement1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
);
2020-10-26 23:26:41 +00:00
},
2021-02-11 04:04:03 +00:00
Some(ToolKind::BowSimple) => {
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)),
_ => (0.0, 0.0, 0.0),
};
2021-02-11 04:04:03 +00:00
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
let movement2 = movement2base * pullback;
next.control_l.position = Vec3::new(-1.0, -2.0 + movement2 * -7.0, -3.0);
next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
next.control.position = Vec3::new(
-1.0 + movement1 * 2.0,
6.0 + s_a.grip / 1.2 + movement1 * 7.0,
-5.0 + -s_a.grip / 2.0 + movement1 * 8.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement2 * 0.4)
* Quaternion::rotation_y(-0.2);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + movement1 * 0.4)
* Quaternion::rotation_y(0.2)
* Quaternion::rotation_z(0.0);
next.control.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_y(1.0 + movement1 * -0.4)
* Quaternion::rotation_z(-0.3);
next.head.orientation = Quaternion::rotation_z(movement1 * 0.25);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_x(
movement1 * 0.8 + 1.2 * speednorm + (footrotr * -0.2) * speednorm,
);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation = Quaternion::rotation_x(
movement1 * 0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm,
2020-10-26 23:26:41 +00:00
);
},
_ => {},
}
next
}
2020-10-08 21:14:49 +00:00
}