veloren_voxygen_anim/bird_large/
stunned.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct StunnedAnimation;
8
9impl Animation for StunnedAnimation {
10    type Dependency<'a> = (f32, Option<StageSection>, f32);
11    type Skeleton = BirdLargeSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_large_stunned\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_stunned")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        (global_time, stage_section, timer): 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 wave_slow_cos = (anim_time * 4.5).cos();
27
28        let (movement1base, movement2, twitch) = match stage_section {
29            Some(StageSection::Buildup) => (anim_time.powf(0.1), 0.0, anim_time),
30            Some(StageSection::Recover) => (1.0, anim_time.powf(4.0), 1.0),
31            _ => (0.0, 0.0, 0.0),
32        };
33        let pullback = 1.0 - movement2;
34        let subtract = global_time - timer;
35        let check = subtract - subtract.trunc();
36        let mirror = (check - 0.5).signum();
37        let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
38        let movement1abs = movement1base * pullback;
39
40        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06);
41        next.chest.orientation = Quaternion::rotation_x(movement1base * 0.5);
42
43        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
44
45        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
46        next.head.orientation =
47            Quaternion::rotation_z(twitch2 * 0.8) * 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(-movement1abs * 0.8);
51
52        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
53        next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
54        if s_a.wyvern {
55            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0 + 3.5, s_a.wing_in.1, s_a.wing_in.2);
56            next.wing_in_r.position = Vec3::new(s_a.wing_in.0 - 3.5, s_a.wing_in.1, s_a.wing_in.2);
57        } else {
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(wave_slow_cos * 0.06 + twitch2 * 0.8)
62            * Quaternion::rotation_z(0.2 - movement1abs);
63        next.wing_in_r.orientation = Quaternion::rotation_y(wave_slow_cos * 0.06 - twitch2 * 0.8)
64            * Quaternion::rotation_z(-0.2 + movement1abs);
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 = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
69        next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
70
71        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
72        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
73        next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
74        next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
75
76        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
77        next.leg_l.orientation = Quaternion::rotation_x(movement1abs * 0.8);
78        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
79
80        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
81        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
82
83        next
84    }
85}