veloren_voxygen_anim/bird_medium/
summon.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6
7pub struct SummonAnimation;
8
9type SummonAnimationDependency = (f32, Option<StageSection>, f32, Dir, bool);
10
11impl Animation for SummonAnimation {
12    type Dependency<'a> = SummonAnimationDependency;
13    type Skeleton = BirdMediumSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"bird_medium_summon\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_summon")]
19    fn update_skeleton_inner<'a>(
20        skeleton: &Self::Skeleton,
21        (global_time, stage_section, timer, look_dir, on_ground): Self::Dependency<'_>,
22        anim_time: f32,
23        rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        *rate = 1.0;
27        let mut next = (*skeleton).clone();
28
29        let (movement1base, movement2base, movement3, twitch) = match stage_section {
30            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
31            Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
32            Some(StageSection::Recover) => (1.0, 1.0, anim_time.min(1.0).powi(2), 1.0),
33            _ => (0.0, 0.0, 0.0, 0.0),
34        };
35
36        let pullback = 1.0 - movement3;
37        let subtract = global_time - timer;
38        let check = subtract - subtract.trunc();
39        let mirror = (check - 0.5).signum();
40        let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
41
42        let movement1abs = movement1base * pullback;
43        let movement2abs = movement2base * pullback;
44
45        let wave_slow_cos = (anim_time * 4.5).cos();
46
47        next.head.scale = Vec3::one() * 0.98;
48        next.leg_l.scale = Vec3::one() * 0.98;
49        next.leg_r.scale = Vec3::one() * 0.98;
50
51        next.chest.position = Vec3::new(
52            0.0,
53            s_a.chest.0,
54            s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
55        );
56
57        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
58        next.head.orientation =
59            Quaternion::rotation_x(movement1abs * -1.0 - movement2abs * 0.1 + look_dir.z * 0.4);
60
61        if on_ground {
62            next.chest.orientation =
63                Quaternion::rotation_x(movement1abs * 1.1 - movement2abs * 0.1);
64
65            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
66            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
67
68            next.wing_in_l.orientation =
69                Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
70                    * Quaternion::rotation_y(-1.0 + movement1abs * 1.6 - movement2abs * 1.8)
71                    * Quaternion::rotation_z(0.2 - movement1abs * 1.8 + movement2abs * 0.4);
72            next.wing_in_r.orientation =
73                Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
74                    * Quaternion::rotation_y(1.0 - movement1abs * 1.6 + movement2abs * 1.8)
75                    * Quaternion::rotation_z(-0.2 + movement1abs * 1.8 - movement2abs * 0.4);
76
77            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
78            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
79            next.wing_out_l.orientation =
80                Quaternion::rotation_y(-0.2 - movement2abs * 0.4) * Quaternion::rotation_z(0.2);
81            next.wing_out_r.orientation =
82                Quaternion::rotation_y(0.2 + movement2abs * 0.4) * Quaternion::rotation_z(-0.2);
83
84            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
85            next.tail.orientation =
86                Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
87        }
88
89        next
90    }
91}