veloren_voxygen_anim/bird_medium/
summon.rs1use 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}