veloren/voxygen/anim/src/biped_small/alpha.rs

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use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
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pub struct AlphaAnimation;
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type AlphaAnimationDependency<'a> = (
Option<&'a str>,
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Option<ToolKind>,
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Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
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f32,
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Vec3<f32>,
f32,
Option<StageSection>,
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f32,
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);
impl Animation for AlphaAnimation {
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type Dependency<'a> = AlphaAnimationDependency<'a>;
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type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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ability_id,
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active_tool_kind,
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velocity,
_orientation,
_last_ori,
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global_time,
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_avg_vel,
_acc_vel,
stage_section,
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timer,
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): Self::Dependency<'_>,
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anim_time: f32,
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_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
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let fast = (anim_time * 10.0).sin();
let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
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let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
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let anim_time = anim_time.min(1.0);
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
};
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let pullback = 1.0 - move3;
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let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
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let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
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let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
Some(ToolKind::Spear) => {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6)
* Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * -0.3)
* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.2);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0 + move1abs * -3.0 + move2abs * 5.0,
s_a.grip.2 + move1abs * -12.0 + move2abs * 17.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move2abs * 5.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + move1abs * -1.5 + move2abs * 2.5)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -1.5 + move2abs * 2.5,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation =
Quaternion::rotation_x(-1.35 + move1abs * -0.3 + move2abs * 0.5)
* Quaternion::rotation_z(move1abs * 1.0 + move2abs * -1.0)
* Quaternion::rotation_y(move2abs * 0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
},
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Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
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next.head.orientation = Quaternion::rotation_z(move1abs * 0.3 + move2abs * -0.6);
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
9.0 + move1abs * -10.0 + s_a.grip.0 * 2.0,
-1.0 + move1abs * 2.0,
move1abs * 3.0 - 2.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * 5.0,
-1.0 + s_a.grip.2,
-1.0 + move1abs * 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2abs * 1.0)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(0.5 + move1abs * 1.5 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.2 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + move2abs * -1.0)
* Quaternion::rotation_y(move1abs * -0.9 + move2abs * 2.0)
* Quaternion::rotation_z(-0.3);
},
Some(ToolKind::Dagger) => {
next.head.orientation = Quaternion::rotation_x(move1abs * 0.15 + move2abs * -0.15)
* Quaternion::rotation_z(move1abs * 0.15 + move2abs * -0.3);
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
9.0 + move1abs * -7.0 + s_a.grip.0 * 2.0,
-1.0 + move1abs * 6.0,
-2.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * 5.0 + move2abs * 9.0,
-1.0 + move2abs * -3.0 + s_a.grip.2,
-1.0 + move1abs * 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(0.5 + move1abs * 1.5 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.2 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + move2abs * -1.0)
* Quaternion::rotation_y(move1abs * -0.4 + move2abs * 1.0)
* Quaternion::rotation_z(-0.3 + move2abs * -2.2);
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},
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Some(ToolKind::Staff) => match ability_id {
Some("common.abilities.custom.dwarves.flamekeeper.flamecrush") => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(12.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
next.control.position = Vec3::new(
-9.0 + move1 * 5.0 + move2 * -5.0,
2.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ move1abs * 6.0
+ move2abs * -3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation =
Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation =
Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
_ => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
next.control.position = Vec3::new(
-5.0 + move1 * 5.0 + move2 * -5.0,
-1.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ move1abs * 6.0
+ move2abs * -3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation =
Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation =
Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
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},
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Some(ToolKind::Natural) => {
let tension = match stage_section {
Some(StageSection::Buildup) => (anim_time * 10.0).sin(),
Some(StageSection::Action) => 1.0,
Some(StageSection::Recover) => 1.0,
_ => 0.0,
};
next.chest.orientation =
Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * 0.5);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * -0.5);
},
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_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
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}
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next
}
}