veloren/voxygen/anim/src/character/chargeswing.rs
2023-03-21 19:39:39 -04:00

400 lines
20 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 ChargeswingAnimation;
type ChargeswingAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
Option<&'a str>,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for ChargeswingAnimation {
type Dependency<'a> = ChargeswingAnimationDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_chargeswing\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, ability_id, 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();
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.main_weapon_trail = true;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.off_weapon_trail = true;
match ability_id {
Some("common.abilities.sword.basic_thrust") => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => (
anim_time.powf(0.25).min(1.0),
0.0,
0.0,
(anim_time * 20.0).sin() - 0.5,
),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0)
* Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3);
next.chest.orientation =
Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
},
Some("common.abilities.sword.heavy_slam") => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => (
anim_time.powf(0.25).min(1.0),
0.0,
0.0,
(anim_time * 20.0).sin(),
),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.7);
next.control
.orientation
.rotate_x(move1 * 1.4 + tension / 50.0);
next.control.position +=
Vec3::new(move1 * -1.0, move1 * 2.0, move1 * 8.0) + Vec3::one() * tension / 4.0;
next.chest.orientation = Quaternion::rotation_z(move1 * 0.4 + tension / 50.0);
if move2 < f32::EPSILON {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
}
next.control.orientation.rotate_x(move2 * -3.0);
next.control.orientation.rotate_z(move2 * -0.4);
next.control.position += Vec3::new(move2 * 10.0, 0.0, move2 * -10.0);
next.chest.orientation.rotate_z(move2 * -0.6);
},
Some("common.abilities.sword.crippling_deep_rend") => {
let (move1, move2, tension, move3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => {
(1.0, anim_time.min(1.0), (anim_time * 20.0).sin(), 0.0, 0.0)
},
Some(StageSection::Action) => (1.0, 1.0, 0.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let move1pre = move1.min(0.5) * 2.0;
let move1post = move1.max(0.5) * 2.0 - 1.0;
let pullback = 1.0 - move4;
let move1pre = move1pre * pullback;
let move1post = move1post * pullback;
let move2 = move2 * pullback;
let move3 = move3 * pullback;
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1pre * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1pre * PI / 2.0);
next.foot_r.position += Vec3::new(0.0, move1pre * -3.0, 0.0);
next.foot_r.orientation.rotate_z(move1pre * -1.2);
next.chest.orientation = Quaternion::rotation_z(move1pre * -1.3);
next.head.orientation = Quaternion::rotation_z(move1pre * 0.7);
next.belt.orientation = Quaternion::rotation_z(move1pre * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1pre * 0.8);
next.control.orientation.rotate_y(move1pre * -1.5);
next.control.orientation.rotate_z(move1pre * 0.0);
next.control.position += Vec3::new(move1pre * 12.0, 0.0, 0.0);
next.chest.orientation.rotate_z(move1post * 1.2);
next.head.orientation.rotate_z(move1post * -0.7);
next.belt.orientation.rotate_z(move1post * -0.3);
next.shorts.orientation.rotate_z(move1post * -0.8);
next.foot_r.orientation.rotate_z(move1post * 1.2);
next.foot_r.orientation.rotate_x(move1post * -0.6);
next.control.orientation.rotate_z(move1post * -1.2);
next.control.position += Vec3::new(0.0, move1post * 4.0, move1post * 3.0);
next.control
.orientation
.rotate_y(move2 * -2.0 + tension / 10.0);
next.chest.orientation.rotate_z(move2 * -0.4 + move3 * -1.4);
next.control
.orientation
.rotate_z(move2 * 0.3 + move3 * -1.2);
next.head.orientation.rotate_z(move2 * 0.2 + move3 * 0.7);
next.belt.orientation.rotate_z(move3 * 0.3);
next.shorts.orientation.rotate_z(move2 * 0.2 + move3 * 0.7);
next.chest
.orientation
.rotate_y(move2 * -0.3 - tension / 100.0);
next.foot_r.orientation.rotate_z(move3 * -1.5);
},
Some("common.abilities.sword.cleaving_spiral_slash") => {
let (move1, tension, move2, move3) = match stage_section {
Some(StageSection::Charge) => (
anim_time.powf(0.25).min(1.0),
(anim_time * 15.0).sin(),
0.0,
0.0,
),
Some(StageSection::Action) => (1.0, 0.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move2_no_pullback = move2;
let move2_pre = move2.min(0.3) * 10.0 / 3.0;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
let move2_pre = move2_pre * pullback;
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2 + tension / 50.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 0.2);
next.foot_r
.orientation
.rotate_x(move1 * -0.4 + move2_pre * 0.4);
next.foot_r.orientation.rotate_z(move1 * 1.4);
next.control.orientation.rotate_y(move2_pre * -1.6);
next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
next.torso.orientation.rotate_z(move2_no_pullback * -6.28);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 1.3);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.foot_r.orientation.rotate_z(move2_pre * -1.7);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
_ => {
let lab: f32 = 1.0;
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
// end spin stuff
let (move1base, move2base, movement3, tension, test) = match stage_section {
Some(StageSection::Charge) => (
(anim_time.powf(0.25)).min(1.0),
0.0,
0.0,
(anim_time * 18.0 * lab).sin(),
0.0,
),
Some(StageSection::Action) => {
(1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4))
},
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
if matches!(
stage_section,
Some(StageSection::Charge | StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
let pullback = 1.0 - movement3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let slowrise = test * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
next.head.position = Vec3::new(
0.0 + (move1 * -1.0 + move2 * 2.0),
s_a.head.0 + (move1 * 1.0),
s_a.head.1,
);
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
}
match hands {
#[allow(clippy::single_match)]
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
);
next.control.orientation =
Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
* Quaternion::rotation_y(
s_a.hc.4
+ (tension * 0.08
+ move1 * 0.7
+ move2 * -1.0
+ slowrise * 2.0),
)
* Quaternion::rotation_z(
s_a.hc.5 + (move1 * 0.2 + move2 * -1.0),
);
},
_ => {},
}
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.control_l.position = Vec3::new(
-7.0 + move1 * 4.0,
8.0 + move1 * 2.0 + move2 * 4.0,
2.0 + move1 * -1.0 + slowrise * 20.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * -1.0)
* Quaternion::rotation_y(
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.control_r.position = Vec3::new(
7.0 + move1 * 1.0 + move2 * -20.0,
8.0 + move1 * 1.0 + move2 * 4.0,
2.0 + move1 * -3.0 + slowrise * 20.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move2 * -1.0)
* Quaternion::rotation_y(
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
)
* Quaternion::rotation_z(move2 * 1.0);
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
}
}