veloren/voxygen/anim/src/character/roll.rs
2021-09-04 00:18:58 -04:00

120 lines
4.0 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct RollAnimation;
type RollAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
f32,
Option<StageSection>,
);
impl Animation for RollAnimation {
type Dependency<'a> = RollAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_roll\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time, stage_section): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.0001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.05)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
};
let (movement1base, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(2.0), 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time.powf(0.75), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.75)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
next.head.position = Vec3::new(
0.0,
s_a.head.0 + 1.5 * movement1,
s_a.head.1 - 1.0 * movement1,
);
next.head.orientation = Quaternion::rotation_x(-0.3 * movement1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
next.belt.position = Vec3::new(
0.0,
s_a.belt.0 + 1.0 * movement1,
s_a.belt.1 + 1.0 * movement1,
);
next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
next.shorts.position = Vec3::new(
0.0,
s_a.shorts.0 + 4.5 * movement1,
s_a.shorts.1 + 2.5 * movement1,
);
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1);
next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI)
* Quaternion::rotation_z(tilt * -10.0);
next
}
}