mirror of
https://gitlab.com/veloren/veloren.git
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220 lines
9.9 KiB
Rust
220 lines
9.9 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{AbilitySpec, ToolKind},
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states::utils::StageSection,
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};
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use core::f32::consts::PI;
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pub struct SummonAnimation;
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impl Animation for SummonAnimation {
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type Dependency<'a> = (
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Option<ToolKind>,
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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Option<&'a str>,
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_summon")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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_second_tool_kind,
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velocity,
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_global_time,
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stage_section,
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acc_vel,
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ability_id,
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): Self::Dependency<'_>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let lab: f32 = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 0.4).sin());
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time.powf(0.5)), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, (anim_time.powi(2)), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
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next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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#[allow(clippy::single_match)]
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match active_tool_kind {
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Some(ToolKind::Staff) => {
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation = Quaternion::rotation_x(
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move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm,
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);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(
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move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
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);
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next.head.orientation = Quaternion::rotation_x(0.0);
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next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
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next.control_r.position = Vec3::new(
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1.0 + move1 * 3.0 + move2 * 20.0,
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2.0 + move1 * -5.0 + move2 * 5.0,
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2.0 + move1 * 15.0 + move2 * 0.0,
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);
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next.control.position = Vec3::new(
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-3.0 + move2 * 9.0,
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3.0 + s_a.grip.0 / 1.2 + move1 * 15.0 + move2 * 2.0,
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-11.0 + -s_a.grip.0 / 2.0 + move1 * 15.0 + move2 * -12.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
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* Quaternion::rotation_y(-0.5 + move2 * -0.4)
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* Quaternion::rotation_z(move1 * 0.0);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.2)
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* Quaternion::rotation_y(0.5 + move1 * 0.5 + move2 * 0.0)
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* Quaternion::rotation_z(move1 * 0.5 + move2 * 0.8);
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next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
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* Quaternion::rotation_y(-0.1 + move2 * -0.8);
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},
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Some(ToolKind::Natural) => match ability_id {
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Some("common.abilities.custom.tidalwarrior.totem") => {
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, (anim_time * 30.0).sin(), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
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next.upper_torso.position =
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Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
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next.lower_torso.position =
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Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
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next.head.position =
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Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
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* Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
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* Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move2 * 0.02);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
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* Quaternion::rotation_y(move2 * -0.02);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_y(move2 * 0.02);
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next.hand_l.position = Vec3::new(
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-14.0 + move1 * -5.0,
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2.0 + move1 * -2.0,
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-4.0 + move1 * 12.0,
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);
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next.hand_r.position =
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Vec3::new(14.0 + move1 * 5.0, 2.0 + move1 * -2.0, -4.0 + move1 * 12.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
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* Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
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* Quaternion::rotation_z(-0.35);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
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* Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
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* Quaternion::rotation_z(0.35);
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
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next.leg_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
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next.leg_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
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next.foot_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
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next.foot_r.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
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},
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_ => {},
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},
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Some(ToolKind::Axe) => match ability_id {
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Some("common.abilities.custom.gigas_frost.frost_summons") => {
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 2.7 + 0.1 * speednorm)
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* Quaternion::rotation_y(move1 * 0.7 + 0.1 * speednorm);
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next.head.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(
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-14.0 + move1 * -5.0,
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2.0 + move1 * -2.0,
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-2.0 + move1 * 6.0 + move2 * 4.0,
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);
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next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 2.2)
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* Quaternion::rotation_y(move1 * 0.1)
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* Quaternion::rotation_z(-0.35);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
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next.main.position = Vec3::new(14.0, 2.0, -4.0);
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next.main.orientation =
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Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
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},
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_ => {},
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},
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_ => {},
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}
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next
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}
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}
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