veloren/voxygen/anim/src/character/ripostemelee.rs
2023-07-29 18:53:48 -04:00

87 lines
3.7 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};
pub struct RiposteMeleeAnimation;
impl Animation for RiposteMeleeAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>, Option<AbilityInfo>);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_riposte_melee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_riposte_melee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, 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();
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);
if matches!(stage_section, Some(StageSection::Action)) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
match ability_id {
Some("common.abilities.sword.defensive_riposte") => {
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.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let move2_slow = move2.powi(4);
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
let move2_slow = move2_slow * 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)
* Quaternion::rotation_z(move1 * 1.3 + move2 * -0.7);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.orientation.rotate_x(move1 * 0.5);
next.control.orientation.rotate_y(move1 * 2.1);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.position += Vec3::new(0.0, move1 * 5.0, move1 * 8.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * -0.3);
next.shorts.orientation.rotate_z(move2 * 0.6);
next.control.orientation.rotate_y(move2 * -4.0);
next.control
.orientation
.rotate_z(move2_slow * -3.0 + move2 * 1.0);
next.control.position +=
Vec3::new(move2_slow * 11.0, move2_slow * -4.0, move2_slow * -6.0);
},
_ => {},
}
next
}
}