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

214 lines
9.7 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 SpinMeleeAnimation;
type SpinMeleeAnimationDependency = (
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for SpinMeleeAnimation {
type Dependency<'a> = SpinMeleeAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
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 (movement1, movement2, movement3) = 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.powf(2.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1 * pullback;
let move2 = movement2 * pullback;
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);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0 + move1 * -2.0,
s_a.chest.1 + move1 * -2.0 + move2 * 2.0,
);
next.chest.orientation = Quaternion::rotation_x(move1 * -0.3);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.5);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0);
next.belt.orientation = Quaternion::rotation_x(0.15);
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0);
},
Some(ToolKind::Axe) => {
next.head.orientation =
Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4);
next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0);
next.chest.orientation =
Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3);
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5);
next.belt.orientation = Quaternion::rotation_x(0.15);
next.shorts.position = Vec3::new(
0.0,
1.0 + s_a.shorts.0 + move1 * 1.0,
s_a.shorts.1 + move1 * 1.0,
);
next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1);
next.torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
.and_then(|a| a.tool)
{
Some(ToolKind::Sword) => {
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.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,
s_a.sc.1 + move1 * 4.0,
s_a.sc.2 + move1 * 2.0 + move2 * 10.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5)
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0);
},
Some(ToolKind::Axe) => {
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.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4);
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
* Quaternion::rotation_z(move1 * -PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
* Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
* Quaternion::rotation_z(move1 * -PI / 2.0);
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
}
}