veloren_voxygen_anim/arthropod/
jump.rs1use super::{
2 super::{Animation, vek::*},
3 ArthropodSkeleton, SkeletonAttr,
4};
5
6pub struct JumpAnimation;
7
8impl Animation for JumpAnimation {
9 type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
10 type Skeleton = ArthropodSkeleton;
11
12 #[cfg(feature = "use-dyn-lib")]
13 const UPDATE_FN: &'static [u8] = b"arthropod_jump\0";
14
15 #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_jump")]
16 fn update_skeleton_inner(
17 skeleton: &Self::Skeleton,
18 (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency<'_>,
19 _anim_time: f32,
20 _rate: &mut f32,
21 s_a: &SkeletonAttr,
22 ) -> Self::Skeleton {
23 let mut next = (*skeleton).clone();
24
25 next.chest.scale = Vec3::one() * s_a.scaler;
26 next.wing_bl.scale = Vec3::one() * 0.98;
27 next.wing_br.scale = Vec3::one() * 0.98;
28
29 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
30
31 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
32
33 next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
34 next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
35
36 next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
37 next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
38
39 next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
40 next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
41
42 next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
43 next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
44 next.leg_fl.orientation =
45 Quaternion::rotation_z(s_a.leg_ori.0) * Quaternion::rotation_y(0.6);
46 next.leg_fr.orientation =
47 Quaternion::rotation_z(-s_a.leg_ori.0) * Quaternion::rotation_y(-0.6);
48
49 next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
50 next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
51 next.leg_fcl.orientation =
52 Quaternion::rotation_z(s_a.leg_ori.1) * Quaternion::rotation_y(0.6);
53 next.leg_fcr.orientation =
54 Quaternion::rotation_z(-s_a.leg_ori.1) * Quaternion::rotation_y(-0.6);
55
56 next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
57 next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
58 next.leg_bcl.orientation =
59 Quaternion::rotation_z(s_a.leg_ori.2) * Quaternion::rotation_y(0.6);
60 next.leg_bcr.orientation =
61 Quaternion::rotation_z(-s_a.leg_ori.2) * Quaternion::rotation_y(-0.6);
62
63 next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
64 next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
65 next.leg_bl.orientation =
66 Quaternion::rotation_z(s_a.leg_ori.3) * Quaternion::rotation_y(0.6);
67 next.leg_br.orientation =
68 Quaternion::rotation_z(-s_a.leg_ori.3) * Quaternion::rotation_y(-0.6);
69
70 next
71 }
72}