veloren/voxygen/anim/src/biped_large/shoot.rs
2021-05-01 09:25:53 -04:00

232 lines
9.8 KiB
Rust

use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{
comp::item::tool::{AbilitySpec, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for ShootAnimation {
type Dependency<'a> = ShootAnimationDependency<'a>;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
_second_tool,
velocity,
_orientation,
_last_ori,
_global_time,
stage_section,
acc_vel,
): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
let mut next = (*skeleton).clone();
let lab: f32 = 0.65 * s_a.tempo;
let speednorm = (speed / 12.0).powf(0.4);
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 1.4).sin())
* speednorm;
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 0.4).sin())
* speednorm;
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotr * -0.2) * speednorm);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation =
Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
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(0.0, 0.0, s_a.grip.0);
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
let (move1base, move1shake, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time, (anim_time * 10.0 + PI).sin(), 0.0, 0.0)
},
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0,
3.0 + s_a.grip.0 / 1.2 + move1 * 4.0 + move2 + move1shake * 2.0 + move2 * -2.0,
-11.0 + -s_a.grip.0 / 2.0 + move1 * 3.0,
);
next.head.orientation = Quaternion::rotation_x(move1 * -0.15)
* Quaternion::rotation_y(move1 * 0.25)
* Quaternion::rotation_z(move1 * 0.25);
next.jaw.orientation = Quaternion::rotation_x(move1 * -0.5);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.5)
* Quaternion::rotation_y(move1 * -0.4);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.5)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-0.2 + move1 * -0.2 + move1shake * 0.1)
* Quaternion::rotation_y(-0.1 + move1 * 0.8 + move2 * -0.3);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_x(
move1 * 0.8 + 0.8 * speednorm + (footrotr * -0.2) * speednorm,
);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2));
},
Some(ToolKind::Bow) => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.control_l.position = Vec3::new(-1.0, -2.0 + move2 * -7.0, -3.0);
next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
next.control.position = Vec3::new(
-1.0 + move1 * 2.0,
6.0 + s_a.grip.0 / 1.2 + move1 * 7.0,
-5.0 + -s_a.grip.0 / 2.0 + move1 * 8.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move2 * 0.4) * Quaternion::rotation_y(-0.2);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + move1 * 0.4)
* Quaternion::rotation_y(0.2)
* Quaternion::rotation_z(0.0);
next.control.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_y(1.0 + move1 * -0.4)
* Quaternion::rotation_z(-0.3);
next.head.orientation = Quaternion::rotation_z(move1 * 0.25);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.8 + 1.2 * speednorm + (footrotr * -0.2));
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.8 + 1.2 * speednorm + (footrotl * -0.2));
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
#[allow(clippy::single_match)]
match spec.as_str() {
"Wendigo Magic" => {
let (move1base, _move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
next.control_l.position = Vec3::new(
-9.0 + move1 * 6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 10.5,
);
next.control_r.position = Vec3::new(
9.0 + move1 * -6.0,
19.0 + move1 * 6.0,
-13.0 + move1 * 14.5,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5);
next.control_r.orientation =
Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = Quaternion::rotation_x(move1 * -0.3);
},
_ => {},
}
}
},
_ => {},
}
next
}
}