veloren/voxygen/anim/src/character/alpha.rs
2023-08-06 21:39:38 +02:00

249 lines
12 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
pub struct AlphaAnimation;
type AlphaAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for AlphaAnimation {
type Dependency<'a> = AlphaAnimationDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, stage_section, ability_info): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (move1, move2, _move3, move2h) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
_ => (0.0, 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);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
next.torso.orientation = Quaternion::rotation_z(0.0);
if matches!(
stage_section,
Some(StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0);
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 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 moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer | ToolKind::Pick) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 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 moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
s_a.hc.1 + (moveret2 * 5.0),
s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55))
* Quaternion::rotation_y(
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
)
* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
},
Some(ToolKind::Shovel) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 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 moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0 + moveret1 * 8.0, 1.8, 4.0);
next.control.orientation =
Quaternion::rotation_x(moveret1 * 0.3 + moveret2 * 0.2)
* Quaternion::rotation_y(0.8 - moveret1 * 0.7 + moveret2 * 0.7)
* Quaternion::rotation_z(moveret2 * 0.1 - moveret1 * 0.4);
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Dagger) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
2.0 + move1 * 16.0 + move2 * -19.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Dagger) => {
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
next.control_r.position = Vec3::new(
7.0,
8.0 + move1 * -4.0 + move2h * 4.0,
2.0 + move1 * 12.0 + move2h * -16.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
next
}
}