veloren_voxygen_anim/bird_large/
shoot.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6
7pub struct ShootAnimation;
8
9type ShootAnimationDependency<'a> = (
10    Vec3<f32>,
11    f32,
12    Option<StageSection>,
13    f32,
14    Dir,
15    bool,
16    Option<&'a str>,
17);
18
19impl Animation for ShootAnimation {
20    type Dependency<'a> = ShootAnimationDependency<'a>;
21    type Skeleton = BirdLargeSkeleton;
22
23    #[cfg(feature = "use-dyn-lib")]
24    const UPDATE_FN: &'static [u8] = b"bird_large_shoot\0";
25
26    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_shoot")]
27    fn update_skeleton_inner(
28        skeleton: &Self::Skeleton,
29        (velocity, global_time, stage_section, timer, look_dir, on_ground, ability_id,
30        ): Self::Dependency<'_>,
31        anim_time: f32,
32        _rate: &mut f32,
33        s_a: &SkeletonAttr,
34    ) -> Self::Skeleton {
35        let mut next = (*skeleton).clone();
36
37        match ability_id {
38            Some("common.abilities.custom.birdlargefire.firerain") => {
39                let (movement1base, movement2base, movement3, _twitch) = match stage_section {
40                    Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0, 0.0),
41                    Some(StageSection::Action) => {
42                        (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time)
43                    },
44                    Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
45                    _ => (0.0, 0.0, 0.0, 0.0),
46                };
47
48                let pullback = 1.0 - movement3;
49                let movement1abs = movement1base * pullback;
50                let _movement2abs = movement2base * pullback;
51                let wave_slow_cos = (anim_time * 4.5).cos();
52
53                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 2.5);
54                next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.0);
55
56                next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
57                next.neck.orientation = Quaternion::rotation_x(-0.2);
58
59                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
60                next.head.orientation = Quaternion::rotation_x(wave_slow_cos * 0.01);
61
62                next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
63                next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
64
65                next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
66                next.tail_front.orientation = Quaternion::rotation_x(0.6);
67                next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
68                next.tail_rear.orientation = Quaternion::rotation_x(-0.2);
69
70                if on_ground {
71                    next.wing_in_l.position =
72                        Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
73                    next.wing_in_r.position =
74                        Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
75
76                    next.wing_in_l.orientation = Quaternion::rotation_y(-0.8 + movement1abs * 1.6)
77                        * Quaternion::rotation_z(0.2 + movement1abs * -0.8);
78                    next.wing_in_r.orientation = Quaternion::rotation_y(0.8 + movement1abs * -1.6)
79                        * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
80
81                    next.wing_mid_l.position =
82                        Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
83                    next.wing_mid_r.position =
84                        Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
85                    next.wing_mid_l.orientation =
86                        Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
87                    next.wing_mid_r.orientation =
88                        Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
89
90                    next.wing_out_l.position =
91                        Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
92                    next.wing_out_r.position =
93                        Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
94                    next.wing_out_l.orientation =
95                        Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
96                    next.wing_out_r.orientation =
97                        Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
98
99                    next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
100                    next.leg_l.orientation = Quaternion::rotation_x(0.0);
101                    next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
102                    next.leg_r.orientation = Quaternion::rotation_x(0.0);
103
104                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
105                    next.foot_l.orientation = Quaternion::rotation_x(0.0);
106                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
107                    next.foot_r.orientation = Quaternion::rotation_x(0.0);
108                }
109            },
110            _ => {
111                let (movement1base, movement3, twitch) = match stage_section {
112                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
113                    Some(StageSection::Recover) => (1.0, anim_time.powf(0.25), anim_time),
114                    _ => (0.0, 0.0, 0.0),
115                };
116
117                let pullback = 1.0 - movement3;
118                let subtract = global_time - timer;
119                let check = subtract - subtract.trunc();
120                let mirror = (check - 0.5).signum();
121                let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
122                let movement1abs = movement1base * pullback;
123                let movement1mirror = movement1abs * mirror;
124
125                let wave_slow_cos = (anim_time * 4.5).cos();
126                next.chest.position = Vec3::new(
127                    0.0,
128                    s_a.chest.0,
129                    s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
130                );
131
132                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
133                next.head.orientation =
134                    Quaternion::rotation_x(movement1abs * 0.5 + look_dir.z * 0.4 + twitch2)
135                        * Quaternion::rotation_y(movement1mirror * 0.5);
136
137                next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
138                next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
139
140                if on_ground {
141                    next.chest.position = Vec3::new(
142                        0.0,
143                        s_a.chest.0,
144                        s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1 + movement1abs * -3.0,
145                    );
146                    next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
147                    next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5)
148                        * Quaternion::rotation_y(movement1mirror * 0.2);
149
150                    next.chest.orientation = Quaternion::rotation_x(movement1abs * 0.1);
151
152                    next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
153                    next.tail_front.orientation =
154                        Quaternion::rotation_x(-movement1abs * 0.1 + twitch2 * 0.02);
155                    next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
156                    next.tail_rear.orientation =
157                        Quaternion::rotation_x(-movement1abs * 0.1 + twitch2 * 0.02);
158
159                    next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.5);
160                    next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.5);
161
162                    next.foot_l.orientation = Quaternion::rotation_x(movement1abs * 0.3);
163                    next.foot_r.orientation = Quaternion::rotation_x(movement1abs * 0.3);
164                }
165                if velocity.xy().magnitude() < 1.0 {
166                    next.wing_in_l.orientation = Quaternion::rotation_y(-1.0 + movement1abs * 0.8)
167                        * Quaternion::rotation_z(0.2 - movement1abs * 0.8);
168                    next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - movement1abs * 0.8)
169                        * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
170                }
171            },
172        };
173        next
174    }
175}