veloren_voxygen_anim/bird_large/
alpha.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct AlphaAnimation;
8
9impl Animation for AlphaAnimation {
10    type Dependency<'a> = (Option<StageSection>, f32, f32, Vec3<f32>, Vec3<f32>, bool);
11    type Skeleton = BirdLargeSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_large_alpha\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_alpha")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        (stage_section, global_time, timer, orientation, last_ori, on_ground): Self::Dependency<'_>,
20        anim_time: f32,
21        _rate: &mut f32,
22        s_a: &SkeletonAttr,
23    ) -> Self::Skeleton {
24        let mut next = (*skeleton).clone();
25
26        let (move1base, move2base, move3) = match stage_section {
27            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
28            Some(StageSection::Action) => (1.0, anim_time, 0.0),
29            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
30            _ => (0.0, 0.0, 0.0),
31        };
32
33        let wave_slow_cos = (anim_time * 4.5).cos();
34
35        let pullback = 1.0 - move3;
36
37        let subtract = global_time - timer;
38        let check = subtract - subtract.trunc();
39        let mirror = (check - 0.5).signum();
40
41        let move1 = move1base * pullback;
42        let move2 = move2base * pullback;
43        let move1mirror = move1base * pullback * mirror;
44        let ori: Vec2<f32> = Vec2::from(orientation);
45        let last_ori = Vec2::from(last_ori);
46        let tilt = if vek::Vec2::new(ori, last_ori)
47            .map(|o| o.magnitude_squared())
48            .map(|m| m > 0.001 && m.is_finite())
49            .reduce_and()
50            && ori.angle_between(last_ori).is_finite()
51        {
52            ori.angle_between(last_ori).min(0.2)
53                * last_ori.determine_side(Vec2::zero(), ori).signum()
54        } else {
55            0.0
56        } * 1.3;
57
58        next.chest.position = Vec3::new(
59            0.0,
60            s_a.chest.0,
61            s_a.chest.1 + wave_slow_cos * 0.06 + move2 * -6.0,
62        );
63        next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
64
65        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
66        next.neck.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.4)
67            * Quaternion::rotation_z(move1 * tilt * 1.5)
68            * Quaternion::rotation_y(move1mirror * 0.3);
69
70        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
71        next.head.orientation = Quaternion::rotation_x(move1 * -0.2 - move2 * 0.2)
72            * Quaternion::rotation_y(move1mirror * 0.5);
73
74        next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
75        next.beak.orientation =
76            Quaternion::rotation_x(wave_slow_cos * -0.02 + move1 * -0.5 + move2 * 0.5);
77
78        if on_ground {
79            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
80            next.tail_front.orientation = Quaternion::rotation_x(-move1 * 0.2);
81            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
82            next.tail_rear.orientation = Quaternion::rotation_x(0.0);
83
84            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
85            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
86
87            next.wing_in_l.orientation =
88                Quaternion::rotation_y(-1.0 + wave_slow_cos * 0.06 + move1 * 1.0 + move2 * 0.5)
89                    * Quaternion::rotation_z(0.2);
90            next.wing_in_r.orientation =
91                Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06 + move1 * -1.0 + move2 * -0.5)
92                    * Quaternion::rotation_z(-0.2);
93
94            next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
95            next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
96            next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1 + move1 * -0.5)
97                * Quaternion::rotation_z(0.7 + move1 * -0.7);
98            next.wing_mid_r.orientation = Quaternion::rotation_y(0.1 + move1 * 0.5)
99                * Quaternion::rotation_z(-0.7 + move1 * 0.7);
100
101            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
102            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
103            next.wing_out_l.orientation =
104                Quaternion::rotation_y(-0.2 + move1 * -0.3) * Quaternion::rotation_z(0.2);
105            next.wing_out_r.orientation =
106                Quaternion::rotation_y(0.2 + move1 * 0.3) * Quaternion::rotation_z(-0.2);
107        }
108
109        next
110    }
111}