veloren/voxygen/anim/src/biped_small/alpha.rs
Imbris 9c72333741 Revert "Merge branch..."
This reverts merge request !2608
2021-07-17 22:04:59 +00:00

143 lines
5.9 KiB
Rust

use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct AlphaAnimation;
type AlphaAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for AlphaAnimation {
type Dependency<'a> = AlphaAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
active_tool_kind,
velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
stage_section,
timer,
): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let fast = (anim_time * 10.0).sin();
let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
let anim_time = anim_time.min(1.0);
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
match active_tool_kind {
Some(ToolKind::Spear) => {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6)
* Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * -0.3)
* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0 + move1abs * -3.0 + move2abs * 5.0,
s_a.grip.2 + move1abs * -12.0 + move2abs * 17.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move2abs * 5.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + move1abs * -1.5 + move2abs * 2.5)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -1.5 + move2abs * 2.5,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation =
Quaternion::rotation_x(-1.35 + move1abs * -0.3 + move2abs * 0.5)
* Quaternion::rotation_z(move1abs * 1.0 + move2abs * -1.0)
* Quaternion::rotation_y(move2abs * 0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
},
Some(ToolKind::Natural) => {
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
s_a.hand.2 + move1abs * 1.5,
);
next.hand_r.position = Vec3::new(
s_a.hand.0,
s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
s_a.hand.2 + move1abs * 1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.7 + move1 * 1.3 + move2 * -2.4)
* Quaternion::rotation_y(-0.3 + move1abs * -0.35 + move2abs * 0.6);
next.hand_r.orientation = Quaternion::rotation_x(1.7 - move1 * 1.3 + move2 * 2.4)
* Quaternion::rotation_y(0.3 + move1abs * -0.35 + move2abs * 0.6);
next.head.orientation = Quaternion::rotation_x(move1abs * 0.1 + move2abs * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.4);
},
_ => {},
}
next
}
}