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

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use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};
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pub struct SelfBuffAnimation;
impl Animation for SelfBuffAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>, Option<AbilityInfo>);
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type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_self_buff\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_self_buff")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(ability_id, stage_section, _ability_info): Self::Dependency<'_>,
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anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
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match ability_id {
Some("common.abilities.sword.defensive_bulwark") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Movement) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move2 * -0.5);
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next.foot_r.position += Vec3::new(move1 * 1.0, move1 * -2.0, 0.0);
next.foot_r.orientation.rotate_z(move1 * -0.9);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4);
next.control.orientation.rotate_z(move1 * 0.5);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.control.position += Vec3::new(move2 * 8.0, 0.0, move2 * -1.0);
next.control.orientation.rotate_x(move2 * -0.6);
next.chest.position += Vec3::new(0.0, 0.0, move2 * -2.0);
next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
next.shorts.position += Vec3::new(0.0, 0.0, move2 * 1.0);
next.shorts.orientation.rotate_x(move2 * 0.2);
next.control.orientation.rotate_z(move2 * 0.4);
},
Some("common.abilities.sword.heavy_fortitude") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Movement) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6);
next.control.orientation.rotate_z(move1 * 0.4);
next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0);
next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0);
next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0);
next.shorts.orientation.rotate_x(move2 * 0.2);
next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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Some("common.abilities.sword.mobility_agility") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Movement) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
next.head.position += Vec3::new(0.0, 0.0, move1 * -1.0);
next.control.position += Vec3::new(move1 * 8.0, move1 * 5.0, 0.0);
next.head.orientation.rotate_x(move2 * 0.2);
next.head.position += Vec3::new(0.0, 0.0, move2 * -1.0);
next.control.position += Vec3::new(0.0, move2 * -2.0, move2 * 12.0);
next.control.orientation.rotate_x(move2 * 1.1);
},
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_ => {},
}
next
}
}