veloren/voxygen/src/anim/src/character/beam.rs

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2020-10-11 01:23:35 +00:00
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct Input {
pub attack: bool,
}
pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f64,
f32,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beam")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _global_time, velocity, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let movement = (anim_time as f32 * 1.0).min(1.0);
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.l_hand.position = Vec3::new(0.0, 0.0, -4.0);
next.l_hand.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.position = Vec3::new(0.0, 0.0, 2.0);
next.r_hand.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.control.position = Vec3::new(-4.0, 7.0, 4.0);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
let slow = (anim_time as f32 * 8.0).sin();
let slowalt = (anim_time as f32 * 8.0 + PI / 2.0).sin();
let slowmid = (anim_time as f32 * 8.0 + PI / 4.0).sin();
let fast = (anim_time as f32 * 16.0).sin();
//println!("{:?}", anim_time);
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(
-4.0 + movement * 16.0,
7.0 + movement,
4.0 + movement * 4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement * -1.2)
* Quaternion::rotation_y(0.15 + movement * -1.4)
* Quaternion::rotation_z(0.0 + movement * -1.7);
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.l_hand.position = Vec3::new(
0.0 + movement * -1.0,
0.0 + movement * -5.0,
-4.0 + movement * 19.0,
);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * -0.5);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -3.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_z(movement * 0.5);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation = Quaternion::rotation_z(movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(movement * -0.2)
* Quaternion::rotation_z(movement * 0.5);
next.belt.orientation = Quaternion::rotation_x(movement * 0.1)
* Quaternion::rotation_z(movement * -0.1);
next.shorts.orientation = Quaternion::rotation_x(movement * 0.2)
* Quaternion::rotation_z(movement * -0.2);
} else {
};
},
StageSection::Cast => {
next.control.position = Vec3::new(12.0, 8.0 + slow * 2.0, 8.0);
next.control.orientation = Quaternion::rotation_x(-1.5)
* Quaternion::rotation_y(-1.25 + fast * 0.07)
* Quaternion::rotation_z(-1.7 + slowmid * 0.3);
next.l_hand.position = Vec3::new(
-1.0 + slow * 3.5,
-5.0 + slow * -2.0 + fast * -1.5,
15.0 + slowalt * 3.5,
);
next.l_hand.orientation = Quaternion::rotation_x(1.57)
* Quaternion::rotation_y(-1.1 + slowmid * -0.3)
* Quaternion::rotation_z(-2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(-0.5 + fast * 0.05);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(0.5);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation = Quaternion::rotation_z(0.5);
next.chest.orientation = Quaternion::rotation_x(-0.2 + slow * 0.05)
* Quaternion::rotation_z(0.5);
next.belt.orientation =
Quaternion::rotation_x(0.1) * Quaternion::rotation_z(-0.1);
next.shorts.orientation =
Quaternion::rotation_x(0.2) * Quaternion::rotation_z(-0.2);
} else {
};
},
StageSection::Recover => {
next.control.position = Vec3::new(
12.0 + movement * -16.0,
8.0 + movement * -1.0,
8.0 + movement * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-1.5 + movement * 1.2)
* Quaternion::rotation_y(-1.25 + movement * 1.4)
* Quaternion::rotation_z(-1.7 + movement * 1.7);
next.l_hand.position = Vec3::new(
-1.0 + movement,
-5.0 + movement * 5.0,
15.0 + movement * -19.0,
);
next.l_hand.orientation =
Quaternion::rotation_x(1.57 + movement * -0.3)
* Quaternion::rotation_y(-1.1 + movement * 1.1)
* Quaternion::rotation_z(-2.8 + movement * 2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * 0.5);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0 + movement * 3.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(-0.5 + movement * 0.5)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0 + movement * -4.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation =
Quaternion::rotation_z(0.5 + movement * -0.5);
next.chest.orientation =
Quaternion::rotation_x(-0.2 + movement * 0.2)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.belt.orientation =
Quaternion::rotation_x(0.1 + movement * -0.1)
* Quaternion::rotation_z(-0.1 + movement * 0.1);
next.shorts.orientation =
Quaternion::rotation_x(0.2 + movement * -0.2)
* Quaternion::rotation_z(-0.2 + movement * 0.2);
} else {
};
},
_ => {},
}
}
},
_ => {},
}
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}