veloren_voxygen_anim/bird_large/
aura.rs1use super::{
2 super::{Animation, vek::*},
3 BirdLargeSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct AuraAnimation;
8
9impl Animation for AuraAnimation {
10 type Dependency<'a> = (Option<StageSection>, bool);
11 type Skeleton = BirdLargeSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"bird_large_aura\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_aura")]
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (stage_section, 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 (movement1base, movement2base, movement3, _twitch) = match stage_section {
27 Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0, 0.0),
28 Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
29 Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
30 _ => (0.0, 0.0, 0.0, 0.0),
31 };
32
33 let pullback = 1.0 - movement3;
34
35 let movement1abs = movement1base * pullback;
36 let _movement2abs = movement2base * pullback;
37
38 let wave_slow_cos = (anim_time * 4.5).cos();
39
40 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 1.5);
41 next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.0);
42
43 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
44 next.neck.orientation = Quaternion::rotation_x(-0.2);
45
46 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
47 next.head.orientation = Quaternion::rotation_x(wave_slow_cos * 0.01);
48
49 next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
50 next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
51
52 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
53 next.tail_front.orientation = Quaternion::rotation_x(0.6);
54 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
55 next.tail_rear.orientation = Quaternion::rotation_x(-0.2);
56
57 if on_ground {
58 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
59 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
60
61 next.wing_in_l.orientation = Quaternion::rotation_y(-0.8 + movement1abs * 1.5)
62 * Quaternion::rotation_z(0.2 + movement1abs * -0.8);
63 next.wing_in_r.orientation = Quaternion::rotation_y(0.8 + movement1abs * -1.5)
64 * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
65
66 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
67 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
68 next.wing_mid_l.orientation =
69 Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
70 next.wing_mid_r.orientation =
71 Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
72
73 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
74 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
75 next.wing_out_l.orientation =
76 Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
77 next.wing_out_r.orientation =
78 Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
79
80 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
81 next.leg_l.orientation = Quaternion::rotation_x(0.0);
82 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
83 next.leg_r.orientation = Quaternion::rotation_x(0.0);
84
85 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
86 next.foot_l.orientation = Quaternion::rotation_x(0.0);
87 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
88 next.foot_r.orientation = Quaternion::rotation_x(0.0);
89 }
90
91 next
92 }
93}