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>,
Vec3<f32>,
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f32,
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Option<StageSection>,
f32,
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);
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, velocity, _global_time, stage_section, acc_vel): 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 = 0.65 * s_a.tempo;
let speed = Vec2::<f32>::from(velocity).magnitude();
let speednorm = (speed / 12.0).powf(0.4);
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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());
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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());
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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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);
let (move1base, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, (anim_time.powf(4.0)).min(1.0), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(4.0), 0.0),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move4;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let move3 = move3base * pullback;
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(0.6 * 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(0.6 * speednorm + (footrotl * -0.2) * speednorm);
next.torso.orientation = Quaternion::rotation_z(0.0);
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match active_tool_kind {
Some(ToolKind::SwordSimple) => {
next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
next.control.position = Vec3::new(
-3.0 + move1 * -2.0 + move2 * 2.0,
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5.0 + s_a.grip.0 / 1.2 + move1 * -4.0 + move2 * 2.0 + move3 * 8.0,
-4.0 + -s_a.grip.0 / 2.0 + move2 * -5.0 + move3 * 5.0,
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);
next.upper_torso.orientation = Quaternion::rotation_x(move2 * -0.2 + move3 * 0.2)
* Quaternion::rotation_z(move1 * 0.8 + move3 * -0.7);
next.lower_torso.orientation = Quaternion::rotation_x(move2 * 0.2 + move3 * -0.2)
* Quaternion::rotation_z(move1 * -0.8 + move3 * 0.7);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5)
* Quaternion::rotation_y(-0.2);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5)
* Quaternion::rotation_y(0.2)
* Quaternion::rotation_z(0.0);
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next.control.orientation =
Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -1.5 + move3 * -0.2)
* Quaternion::rotation_y(-0.1 + move1 * -0.5 + move2 * 1.5 + move3 * -1.0)
* Quaternion::rotation_z(-move3 * -1.5);
},
Some(ToolKind::AxeSimple) => {
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move3 * 3.0);
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next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
next.control.position = Vec3::new(
4.0 + move1 * -3.0 + move3 * -5.0,
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(s_a.grip.0 / 1.0) + move1 * -1.0 + move3 * 1.0 + footrotl * 2.0,
(-s_a.grip.0 / 0.8) + move1 * 2.0 + move3 * -3.0,
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);
next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move3 * 0.5)
* Quaternion::rotation_z(move1 * 0.3 + move3 * 0.3);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.4 + move3 * 0.9)
* Quaternion::rotation_z(move1 * 0.6 + move3 * -1.5);
next.lower_torso.orientation = Quaternion::rotation_y(move1 * -0.2 + move3 * -0.1)
* Quaternion::rotation_x(move1 * 0.4 + move3 * -0.7 + footrotr * 0.1)
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* Quaternion::rotation_z(move1 * -0.6 + move3 * 1.6);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move3 * 0.3)
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* Quaternion::rotation_y(move1 * 0.7);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move3 * -0.2)
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* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-1.0 + move1 * -0.2 + move3 * -0.2)
* Quaternion::rotation_y(-1.8 + move1 * -0.2 + move3 * -0.2)
* Quaternion::rotation_z(move1 * -0.8 + move3 * -0.1);
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},
_ => {},
}
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next
}
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}