veloren_voxygen_anim/crustacean/
summon.rs

1use super::{
2    super::{Animation, vek::*},
3    CrustaceanSkeleton, 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 = CrustaceanSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"crustacean_summon\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_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        next.chest.position = Vec3::new(0.0, 6.0, -4.0);
47        next.chest.orientation = Quaternion::rotation_x(twitch2 * 0.1)
48            * Quaternion::rotation_y(twitch2 * -0.1)
49            * Quaternion::rotation_y(twitch2 * 0.1);
50
51        next.arm_r.orientation = Quaternion::rotation_z(movement1abs * -0.3);
52        next.arm_l.orientation = Quaternion::rotation_z(movement1abs * 0.3);
53        next
54    }
55}