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::ToolKind, states::utils::StageSection};
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pub struct ChargeswingAnimation;
impl Animation for ChargeswingAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f64,
Option<StageSection>,
);
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, _velocity, _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();
let lab = 1.0;
let short = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powi(2)))
.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
// end spin stuff
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let (move1, move2, move3, tension) = match stage_section {
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Some(StageSection::Charge) => (
(anim_time as f32).min(1.0),
0.0,
0.0,
(anim_time as f32 * 18.0 * lab as f32).sin(),
),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4), 0.0),
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_ => (0.0, 0.0, 0.0, 0.0),
};
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if let Some(ToolKind::Hammer) = active_tool_kind {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
s_a.hhl.0,
s_a.hhl.1,
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s_a.hhl.2 + (move2 * -8.0) * (1.0 - move3),
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);
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(
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s_a.hc.0 + (move1 * -2.0 + move2 * -3.0) * (1.0 - move3),
s_a.hc.1 + (move1 * 2.0 + move2 * 3.0) * (1.0 - move3),
s_a.hc.2 + (move1 * 2.0 + move2 * 4.0) * (1.0 - move3),
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3+(move2*4.0)*(1.0-move3))
* Quaternion::rotation_y(s_a.hc.4+(tension*0.08+move1 * 0.7+move2*-3.5)*(1.0-move3))//+fire * 0.1
* Quaternion::rotation_z(s_a.hc.5+(move1 * 0.2+move2*-0.5)*(1.0-move3));
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -2.5) * (1.0 - move3));
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next.belt.orientation =
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Quaternion::rotation_z(short * 0.08 + (move1 * -1.0) * (1.0 - move3));
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next.shorts.orientation =
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Quaternion::rotation_z(short * 0.15 + (move1 * -1.0) * (1.0 - move3));
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next.head.position = Vec3::new(
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0.0 + (move1 * -1.0 + move2 * 2.0) * (1.0 - move3),
s_a.head.0 + (move1 * 1.0) * (1.0 - move3),
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s_a.head.1,
);
next.head.orientation =
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Quaternion::rotation_z((move1 * -1.5 + move2 * 2.2) * (1.0 - move3));
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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}
next
}
}