veloren_voxygen_anim/golem/
beam.rs1use super::{
2 super::{Animation, vek::*},
3 GolemSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6pub struct BeamAnimation;
7
8impl Animation for BeamAnimation {
9 type Dependency<'a> = (Option<StageSection>, f32, f32, Dir, Option<&'a str>);
10 type Skeleton = GolemSkeleton;
11
12 #[cfg(feature = "use-dyn-lib")]
13 const UPDATE_FN: &'static [u8] = b"golem_beam\0";
14
15 #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")]
16
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (stage_section, _global_time, _timer, look_dir, ability_id): 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 (move1base, move1iso, move2base, move3) = match stage_section {
27 Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0),
28 Some(StageSection::Action) => (1.0, 0.0, 1.0, 0.0),
29 Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)),
30 _ => (0.0, 0.0, 0.0, 0.0),
31 };
32
33 let pullback = 1.0 - move3;
34 let move1 = move1base * pullback;
35 let move2 = move2base * pullback;
36
37 match ability_id {
38 Some("common.abilities.custom.mogwai.breathe") => {
39 next.jaw.orientation = Quaternion::rotation_x(-0.3 * move1);
40 },
41 _ => {
42 next.head.orientation =
43 Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0));
44 next.head.position = Vec3::new(
45 0.0,
46 s_a.head.0,
47 s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0),
48 );
49
50 next.upper_torso.orientation =
51 Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0);
52
53 next.lower_torso.orientation =
54 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3);
55
56 next.shoulder_l.orientation =
57 Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
58
59 next.shoulder_r.orientation =
60 Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5);
61 next.shoulder_l.position = Vec3::new(
62 -s_a.shoulder.0,
63 s_a.shoulder.1 + move1 * 2.0,
64 s_a.shoulder.2 + move1 * -2.0,
65 );
66 next.shoulder_r.position = Vec3::new(
67 s_a.shoulder.0,
68 s_a.shoulder.1 + move1 * 2.0,
69 s_a.shoulder.2 + move1 * -2.0,
70 );
71
72 next.hand_l.orientation =
73 Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1);
74
75 next.hand_r.orientation =
76 Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1);
77
78 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
79 },
80 }
81 next
82 }
83}