veloren/voxygen/anim/src/character/shoot.rs
2022-07-15 14:49:46 +02:00

165 lines
6.7 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
util::Dir,
};
use core::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<AbilityInfo>,
(Option<Hands>, Option<Hands>),
f32,
Vec3<f32>,
Vec3<f32>,
Dir,
f32,
Option<StageSection>,
);
impl Animation for ShootAnimation {
type Dependency<'a> = ShootAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_shoot")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
ability_info,
hands,
velocity,
orientation,
last_ori,
look_dir,
_global_time,
stage_section,
): 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 = 1.0;
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let ori_angle = orientation.y.atan2(orientation.x);
let lookdir_angle = look_dir.y.atan2(look_dir.x);
let swivel = lookdir_angle - ori_angle;
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let xmove = (move1 * 6.0 * lab + PI).sin();
let ymove = (move1 * 6.0 * lab + PI * (0.5)).sin();
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0);
next.control.position = Vec3::new(
s_a.stc.0 + (xmove * 3.0 + move1 * -4.0) * (1.0 - move3),
s_a.stc.1 + (2.0 + ymove * 3.0 + move2 * 3.0) * (1.0 - move3),
s_a.stc.2 + look_dir.z * 4.0,
);
next.control.orientation =
Quaternion::rotation_x(look_dir.z + s_a.stc.3 + (move2 * 0.6) * (1.0 - move3))
* Quaternion::rotation_y(s_a.stc.4 + (move1 * 0.5 + move2 * -0.5))
* Quaternion::rotation_z(
s_a.stc.5 - (0.2 + move1 * -0.5 + move2 * 0.8) * (1.0 - move3),
);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(look_dir.z * 0.7)
* Quaternion::rotation_z(
tilt * -2.5 + (move1 * -0.2 + move2 * -0.4) * (1.0 - move3),
);
next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
},
Some(ToolKind::Bow) => {
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.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.bhl.0 + move2 * -8.0,
s_a.bhl.1 + move2 * -10.0,
s_a.bhl.2,
);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.bhl.3) * Quaternion::rotation_y(move2 * 0.7);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0 + move2 * 2.0, -5.2 + move2 * 7.0);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0 * (1.0 - move2);
next.control.position = Vec3::new(
s_a.bc.0 + 11.0 + move2 * 2.0,
s_a.bc.1 + 2.0 + (look_dir.z * -5.0).min(-2.0) + move2 * -1.0,
s_a.bc.2 + 8.0 + (look_dir.z * 15.0).max(-8.0),
);
next.control.orientation = Quaternion::rotation_x(look_dir.z)
* Quaternion::rotation_y(-look_dir.z + s_a.bc.4 - 1.25)
* Quaternion::rotation_z(s_a.bc.5 - 0.2 + move2 * -0.1);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(look_dir.z * 0.7) * Quaternion::rotation_z(tilt * -0.0);
next.chest.orientation = Quaternion::rotation_z(swivel * 0.8 + 0.8 + move2 * 0.5);
next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
next.shoulder_l.orientation = Quaternion::rotation_x(move2 * 0.5);
},
_ => {},
}
next.back.orientation = Quaternion::rotation_x(-0.3);
next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}