veloren_voxygen_anim/golem/
shockwave.rs1use super::{
2 super::{Animation, vek::*},
3 GolemSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use std::f32::consts::PI;
7
8pub struct ShockwaveAnimation;
9
10impl Animation for ShockwaveAnimation {
11 type Dependency<'a> = (Option<StageSection>, f32, f32);
12 type Skeleton = GolemSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"golem_shockwave\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "golem_shockwave"))]
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (stage_section, velocity, _global_time): Self::Dependency<'_>,
21 anim_time: f32,
22 _rate: &mut f32,
23 s_a: &SkeletonAttr,
24 ) -> Self::Skeleton {
25 let mut next = (*skeleton).clone();
26
27 let (move1base, move2base, move3) = match stage_section {
28 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
29 Some(StageSection::Action) => (1.0, anim_time, 0.0),
30 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
31 _ => (0.0, 0.0, 0.0),
32 };
33
34 let pullback = 1.0 - move3;
35 let move1 = move1base * pullback;
36 let move2 = move2base * pullback;
37
38 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
39 next.head.orientation = Quaternion::rotation_z(move1 * -PI);
40
41 next.upper_torso.position =
42 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move2 * -5.0);
43 next.upper_torso.orientation = Quaternion::rotation_z(move1 * -PI);
44
45 next.lower_torso.position =
46 Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + move2 * 2.0);
47 next.lower_torso.orientation = Quaternion::rotation_z(move1 * PI);
48
49 next.shoulder_l.position = Vec3::new(
50 -s_a.shoulder.0 - 2.0,
51 s_a.shoulder.1,
52 s_a.shoulder.2 + move2 * -1.0,
53 );
54 next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2);
55
56 next.shoulder_r.position = Vec3::new(
57 s_a.shoulder.0 + 2.0,
58 s_a.shoulder.1,
59 s_a.shoulder.2 + move2 * -1.0,
60 );
61 next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2);
62
63 next.hand_l.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2);
64
65 next.hand_r.orientation =
66 Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2);
67 if velocity < 0.5 {
68 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02;
69
70 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02;
71
72 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2);
73
74 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2);
75 }
76 next
77 }
78}