veloren/voxygen/anim/src/character/beta.rs

141 lines
5.6 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 BetaAnimation;
type BetaAnimationDependency = (
(Option<Hands>, Option<Hands>),
f32,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for BetaAnimation {
type Dependency<'a> = BetaAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_beta\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'a>,
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.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),
};
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
let pullback = 1.0 - move3;
if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) {
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * pullback)
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * pullback);
next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
}
#[allow(clippy::single_match)]
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
.and_then(|a| a.tool)
{
Some(ToolKind::Sword) => {
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.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback,
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback,
s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback),
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback)
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
)
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * PI / 2.0) * pullback);
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.7 + move1 * -0.75 + move2 * 1.0)
* Quaternion::rotation_z(3.69);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-2.3 + move1 * -2.3 + move2 * 1.0)
* Quaternion::rotation_z(3.69);
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;
}
next
}
}