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

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use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Option<StageSection>,
);
impl Animation for ShootAnimation {
type Dependency = ShootAnimationDependency;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
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fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_second_tool_kind,
velocity,
orientation,
last_ori,
_global_time,
stage_section,
): Self::Dependency,
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anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
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let mut next = (*skeleton).clone();
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let lab = 1.0;
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
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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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match active_tool_kind {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin();
let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin();
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
* Quaternion::rotation_x(
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3),
);
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next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
* Quaternion::rotation_x(
1.0 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0);
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next.control.position = Vec3::new(
s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3),
s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3),
s_a.stc.2,
);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3))
* Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5))
* Quaternion::rotation_z(
s_a.stc.5
- (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3),
);
next.upper_torso.orientation =
Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3));
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(
tilt * -2.5 + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3),
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);
if speed < 0.5 {
next.lower_torso.orientation =
Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
} else {
};
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},
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Some(ToolKind::Bow) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)),
_ => (0.0, 0.0, 0.0),
};
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.bhl.0 + movement2 * -2.0,
s_a.bhl.1 + movement2 * -12.0,
s_a.bhl.2 + movement2 * -3.0,
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);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
* Quaternion::rotation_x(
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * 1.1) * (1.0 - movement3),
);
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
* Quaternion::rotation_x(
1.5 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
);
next.hold.position =
Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * -3.0);
next.hold.orientation = Quaternion::rotation_x(-1.57);
next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2);
next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0);
next.control.orientation =
Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin())
* Quaternion::rotation_y(s_a.bc.4 - 1.25)
* Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin());
next.upper_torso.orientation = Quaternion::rotation_z(0.8);
next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 - 0.5 + (movement2 as f32 * 0.2).sin());
if speed < 0.5 {
next.upper_torso.orientation =
Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin());
next.lower_torso.orientation = Quaternion::rotation_x(0.08)
* Quaternion::rotation_z((movement2 as f32 * -0.15).sin());
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
} else {
};
},
_ => {},
}
next
}
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}