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

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use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{
comp::item::tool::{AbilitySpec, ToolKind},
states::utils::StageSection,
};
use core::f32::consts::PI;
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pub struct ChargeMeleeAnimation;
impl Animation for ChargeMeleeAnimation {
#[allow(clippy::type_complexity)]
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_chargemelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_chargemelee")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
_second_tool,
velocity,
_global_time,
stage_section,
acc_vel,
): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let lab: f32 = 0.65 * s_a.tempo;
let speednorm = (speed / 12.0).powf(0.4);
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 1.4).sin());
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 0.4).sin());
let (move1base, move2base, movement3, tension) = match stage_section {
Some(StageSection::Charge) => (
(anim_time.powf(0.25)).min(1.0),
0.0,
0.0,
(anim_time * 100.0).sin(),
),
Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
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(move1 * 0.8 + 0.6 * 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(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
next.torso.orientation = Quaternion::rotation_z(0.0);
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.0);
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
#[allow(clippy::single_match)]
match active_tool_kind {
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Minotaur" => {
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9);
next.head.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5);
next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
next.weapon_l.position = Vec3::new(
-12.0 + move2 * 5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 16.0 + move2 * -19.0,
);
next.weapon_r.position = Vec3::new(
12.0 + move2 * -5.0,
-6.0 + move1 * 22.0 + move2 * 8.0,
-18.0 + move1 * 14.0 + move2 * -19.0,
);
next.torso.position = Vec3::new(0.0, move2 * 1.5, 0.0);
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next.second.scale = Vec3::one() * 1.0;
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next.weapon_l.orientation =
Quaternion::rotation_x(
-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3,
) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
next.weapon_r.orientation = Quaternion::rotation_x(
-1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7,
) * Quaternion::rotation_y(
move1 * -0.3 + move2 * -0.5,
) * Quaternion::rotation_z(0.0);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.2 + move2 * 0.1);
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next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.4 + move2 * -0.4);
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next.control.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.0);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.0);
},
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"Husk Brute" => {
next.second.scale = Vec3::one() * 0.0;
next.head.orientation =
Quaternion::rotation_x(move1 * 0.3 + move2 * -0.6);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.weapon_l.position =
Vec3::new(-12.0 + (move1 * 10.0).min(6.0), -1.0, -15.0);
next.weapon_r.position =
Vec3::new(12.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0);
next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
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* Quaternion::rotation_z(move1 * -0.8);
next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
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* Quaternion::rotation_z(move1 * 0.8);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.shoulder_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8);
next.control.orientation =
Quaternion::rotation_x(move1 * 2.5 + move2 * -2.0);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.6);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6);
if speed < 0.1 {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
s_a.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
}
next.main.orientation =
Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6)
* Quaternion::rotation_x(move2 * -0.4);
},
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_ => {},
}
}
},
_ => {},
}
next
}
}