veloren_voxygen_anim/bird_medium/
stunned.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, 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 = BirdMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_medium_stunned\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_stunned")]
17    fn update_skeleton_inner<'a>(
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.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
44        next.head.orientation =
45            Quaternion::rotation_z(twitch2 * 0.8) * Quaternion::rotation_x(wave_slow_cos * 0.01);
46
47        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
48
49        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
50        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
51
52        next.wing_in_l.orientation = Quaternion::rotation_y(wave_slow_cos * 0.06 + twitch2 * 0.8)
53            * Quaternion::rotation_z(0.2 - movement1abs);
54        next.wing_in_r.orientation = Quaternion::rotation_y(wave_slow_cos * 0.06 - twitch2 * 0.8)
55            * Quaternion::rotation_z(-0.2 + movement1abs);
56
57        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
58        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
59        next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
60        next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
61
62        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
63        next.leg_l.orientation = Quaternion::rotation_x(movement1abs * 0.8);
64        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
65
66        next
67    }
68}