veloren/voxygen/anim/src/character/spin.rs
2021-04-13 20:18:59 -04:00

179 lines
7.6 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;
pub struct SpinAnimation;
impl Animation for SpinAnimation {
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spin\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_second_tool_kind,
hands,
_velocity,
_global_time,
stage_section,
ability_info,
): Self::Dependency,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3) = 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 - movement3;
let movement1 = movement1base * pullback;
let movement2 = movement2base * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match active_tool_kind {
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 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0,
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -15.0 + movement3 * -10.0,
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
* Quaternion::rotation_y(
s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.7,
)
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
next.head.position = Vec3::new(
0.0 + 2.0 + movement2 * -2.0,
2.0 + movement2 * -2.0 + s_a.head.0,
s_a.head.1,
);
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
* Quaternion::rotation_y(
movement1 * -0.1 + movement2 * 0.15 + movement3 * -0.1,
)
* Quaternion::rotation_z(
-1.0 + movement1 * -0.6 + movement2 * 1.0 + movement3 * 0.5,
);
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 0.5);
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 1.5);
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1)
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1);
},
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);
let (movement1, movement2, movement3) = 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),
};
next.control.position = Vec3::new(
s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0),
s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0),
s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0),
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6))
* Quaternion::rotation_y(
s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0),
)
* Quaternion::rotation_z(
s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5),
);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.shorts.orientation =
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
next.torso.position = Vec3::new(
0.0,
0.0,
-1.0 + 1.0 * (movement1 * 0.5 * PI).sin()
+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
);
next.torso.orientation =
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
s_a.foot.1,
s_a.foot.2 + (movement2 * 6.0),
);
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
* Quaternion::rotation_y(movement2 * 0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
},
_ => {},
}
next
}
}