veloren_voxygen_anim/bird_large/
breathe.rs1use super::{
2 super::{Animation, vek::*},
3 BirdLargeSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6
7pub struct BreatheAnimation;
8
9type BreatheAnimationDependency<'a> = (
10 Vec3<f32>,
11 f32,
12 Vec3<f32>,
13 Vec3<f32>,
14 Option<StageSection>,
15 f32,
16 Dir,
17 bool,
18 Option<&'a str>,
19);
20
21impl Animation for BreatheAnimation {
22 type Dependency<'a> = BreatheAnimationDependency<'a>;
23 type Skeleton = BirdLargeSkeleton;
24
25 #[cfg(feature = "use-dyn-lib")]
26 const UPDATE_FN: &'static [u8] = b"bird_large_breathe\0";
27
28 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_breathe")]
29 fn update_skeleton_inner(
30 skeleton: &Self::Skeleton,
31 (
32 velocity,
33 global_time,
34 _orientation,
35 _last_ori,
36 stage_section,
37 timer,
38 look_dir,
39 on_ground,
40 ability_id,
41 ): Self::Dependency<'_>,
42 anim_time: f32,
43 _rate: &mut f32,
44 s_a: &SkeletonAttr,
45 ) -> Self::Skeleton {
46 let mut next = (*skeleton).clone();
47
48 let (movement1base, movement2base, movement3, twitch) = match stage_section {
49 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
50 Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
51 Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
52 _ => (0.0, 0.0, 0.0, 0.0),
53 };
54
55 let pullback = 1.0 - movement3;
56 let subtract = global_time - timer;
57 let check = subtract - subtract.trunc();
58 let mirror = (check - 0.5).signum();
59 let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
60
61 let movement1abs = movement1base * pullback;
62 let movement2abs = movement2base * pullback;
63
64 let wave_slow_cos = (anim_time * 4.5).cos();
65
66 next.chest.position = Vec3::new(
67 0.0,
68 s_a.chest.0,
69 s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
70 );
71
72 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
73 next.neck.orientation =
74 Quaternion::rotation_x(movement1abs * 0.8 - movement2abs * 0.5 + twitch2 * -0.02);
75
76 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
77 next.head.orientation =
78 Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5 + look_dir.z * 0.4);
79
80 next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
81 next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
82
83 if on_ground {
84 next.chest.orientation =
85 Quaternion::rotation_x(movement1abs * 0.2 - movement2abs * 0.5 + twitch2 * 0.03);
86 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement2abs * -3.0);
87 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
88 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
89
90 next.wing_in_l.orientation =
91 Quaternion::rotation_y(
92 -1.0 + movement1abs * 0.8 - movement2abs * 0.4 + twitch2 * 0.03,
93 ) * Quaternion::rotation_z(0.2 - movement1abs * 0.8 + movement2abs * 0.4);
94 next.wing_in_r.orientation =
95 Quaternion::rotation_y(
96 1.0 - movement1abs * 0.8 + movement2abs * 0.4 + twitch2 * -0.03,
97 ) * Quaternion::rotation_z(-0.2 + movement1abs * 0.8 - movement2abs * 0.4);
98
99 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
100 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
101 next.wing_mid_l.orientation =
102 Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
103 next.wing_mid_r.orientation =
104 Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
105
106 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
107 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
108 next.wing_out_l.orientation =
109 Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
110 next.wing_out_r.orientation =
111 Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
112
113 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
114 next.tail_front.orientation =
115 Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.1);
116 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
117 next.tail_rear.orientation =
118 Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * -0.2);
119 } else {
120 match ability_id {
121 Some("common.abilities.custom.birdlargefire.heat_laser") => {
122 next.chest.orientation = Quaternion::rotation_x(
123 movement1abs * 0.2 - movement2abs * 0.5 + twitch2 * 0.03,
124 );
125 next.chest.position =
126 Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement2abs * -3.0);
127 next.neck.orientation = Quaternion::rotation_x(
128 movement1abs * -0.4
129 + movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
130 );
131
132 next.head.orientation = Quaternion::rotation_x(
133 movement1abs * 0.5
134 + movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
135 + look_dir.z * 0.4,
136 );
137 },
138 _ => {
139 next.neck.orientation = Quaternion::rotation_x(
140 movement1abs * -0.4
141 + movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
142 );
143
144 next.head.orientation = Quaternion::rotation_x(
145 movement1abs * 0.5
146 + movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
147 + look_dir.z * 0.4,
148 );
149 },
150 };
151 }
152 next
153 }
154}