veloren_voxygen_anim/bird_large/
aura.rs

1use 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}