veloren/voxygen/anim/src/biped_large/beam.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 BeamAnimation;
impl Animation for BeamAnimation {
type Dependency<'a> = (
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Option<ToolKind>,
Option<ToolKind>,
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f32,
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Vec3<f32>,
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Option<StageSection>,
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f32,
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);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beam")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _global_time, velocity, stage_section, acc_vel): Self::Dependency<'a>,
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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 speed = Vec2::<f32>::from(velocity).magnitude();
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let lab: f32 = 0.65 * s_a.tempo;
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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())
* speednorm;
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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())
* speednorm;
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
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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(s_a.grip.1, 0.0, s_a.grip.0);
next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
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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::Sceptre) | Some(ToolKind::Staff) => {
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let (move1base, move2shake, _move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (
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(anim_time.powf(0.25)).min(1.0),
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(anim_time * 15.0 + PI).sin(),
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(anim_time * 10.0 + PI).sin(),
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0.0,
),
Some(StageSection::Cast) => (
1.0,
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(anim_time * 15.0 + PI).sin(),
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anim_time.powf(0.25),
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0.0,
),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
next.control_r.position =
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Vec3::new(1.0 + move1 * 5.0, 2.0 + move1 * 1.0, 2.0 + move1 * 14.0);
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next.control.position = Vec3::new(
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-3.0 + move1 * -5.0,
3.0 + s_a.grip.0 / 1.2 + move1 * 3.0 + move2shake * 1.0,
-11.0 + -s_a.grip.0 / 2.0 + move1 * -2.0,
);
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next.head.orientation =
Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_y(move1 * 0.2);
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next.jaw.orientation = Quaternion::rotation_x(0.0);
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next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.5);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.4)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(move1 * 1.2 + move2shake * 0.5);
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next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * -0.1)
* Quaternion::rotation_y(-0.1 + move1 * 0.6);
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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 * 0.2 + 0.3 + 0.8 * speednorm + (footrotr * -0.2));
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 * 0.2 + 0.3 + 0.6 * speednorm + (footrotl * -0.2));
next.torso.orientation = Quaternion::rotation_x(move1 * -0.1);
next.torso.position = Vec3::new(0.0, 0.0, move1 * 1.0);
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},
_ => {},
}
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next
}
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}