veloren/voxygen/anim/src/character/beam.rs
2023-10-05 22:00:49 +02:00

120 lines
5.0 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency<'a> = (
Option<AbilityInfo>,
(Option<Hands>, Option<Hands>),
f32,
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")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_info, hands, _global_time, velocity, stage_section): 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) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
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) * Quaternion::rotation_y(s_a.sthl.4);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthl.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
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);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.control.position = Vec3::new(
s_a.stc.0 + (move1 * 16.0) * (1.0 - move3),
s_a.stc.1 + (move1 + (move2 * 8.0).sin() * 2.0) * (1.0 - move3),
s_a.stc.2 + (move1 * 10.0) * (1.0 - move3),
);
next.control.orientation =
Quaternion::rotation_x(s_a.stc.3 + (move1 * -1.2) * (1.0 - move3))
* Quaternion::rotation_y(
s_a.stc.4
+ (move1 * -1.4 + (move2 * 16.0).sin() * 0.07) * (1.0 - move3),
)
* Quaternion::rotation_z(
(move1 * -1.7 + (move2 * 8.0 + PI / 4.0).sin() * 0.3) * (1.0 - move3),
);
next.head.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(
0.0 + (move1 * -1.0 + (move2 * 8.0).sin() * 3.5) * (1.0 - move3),
0.0 + (move1 * -5.0 + (move2 * 8.0).sin() * -2.0 + (move2 * 16.0).sin() * -1.5)
* (1.0 - move3),
-4.0 + (move1 * 19.0 + (move2 * 8.0 + PI / 2.0).sin() * 3.5) * (1.0 - move3),
);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.sthr.3 + (move1 * -0.3) * (1.0 - move3))
* Quaternion::rotation_y(
(move1 * -1.1 + (move2 * 8.0 + PI / 2.0).sin() * -0.3) * (1.0 - move3),
)
* Quaternion::rotation_z((move1 * -2.8) * (1.0 - move3));
if velocity < 0.5 {
next.head.orientation =
Quaternion::rotation_z(move1 * -0.5 + (move2 * 16.0).sin() * 0.05);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_z(move1 * 0.5);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * 4.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_z(move1 * 0.5);
next.chest.orientation =
Quaternion::rotation_x(move1 * -0.2 + (move2 * 8.0).sin() * 0.05)
* Quaternion::rotation_z(move1 * 0.5);
next.belt.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.1);
next.shorts.orientation =
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move1 * -0.2);
};
},
_ => {},
}
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}