veloren_voxygen_anim/quadruped_low/
breathe.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedLowSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6//use std::ops::Rem;
7use std::f32::consts::PI;
8
9pub struct BreatheAnimation;
10
11impl Animation for BreatheAnimation {
12    type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
13    type Skeleton = QuadrupedLowSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"quadruped_low_breathe\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_breathe")]
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (velocity, global_time, stage_section, timer): Self::Dependency<'_>,
22        anim_time: f32,
23        _rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        let mut next = (*skeleton).clone();
27        let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
28
29        let (movement1base, _movement2base, movement3, twitch) = match stage_section {
30            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
31            Some(StageSection::Action) => (1.0, anim_time.min(1.0), 0.0, anim_time),
32            Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
33            _ => (0.0, 0.0, 0.0, 0.0),
34        };
35        let pullback = 1.0 - movement3;
36        let subtract = global_time - timer;
37        let check = subtract - subtract.trunc();
38        let mirror = (check - 0.5).signum();
39        let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
40        let twitch2alt = mirror * (twitch * 20.0 + PI / 2.0).sin() * pullback;
41
42        let movement1abs = movement1base * pullback;
43
44        // Center head
45        next.head_c_upper.orientation =
46            Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
47
48        next.head_c_lower.orientation =
49            Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
50
51        next.jaw_c.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
52
53        // Left head
54        next.head_l_upper.orientation =
55            Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
56
57        next.head_l_lower.orientation =
58            Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
59
60        next.jaw_l.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
61
62        // Right head
63        next.head_r_upper.orientation =
64            Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
65
66        next.head_r_lower.orientation =
67            Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
68
69        next.jaw_r.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
70
71        next.chest.orientation =
72            Quaternion::rotation_y(twitch2 * -0.02) * Quaternion::rotation_z(0.0);
73        if s_a.tongue_for_tail {
74            next.tail_front.scale = Vec3::one() * 0.1;
75            next.tail_rear.scale = Vec3::one() * 0.1;
76        } else {
77            next.tail_front.orientation =
78                Quaternion::rotation_x(0.15 + movement1abs * -0.15 + twitch2alt * 0.02)
79                    * Quaternion::rotation_z(0.0);
80
81            next.tail_rear.orientation =
82                Quaternion::rotation_x(-0.12 + movement1abs * -0.2 + twitch2alt * 0.08)
83                    * Quaternion::rotation_z(0.0);
84        }
85        if speed < 0.5 {
86            next.foot_fl.orientation = Quaternion::rotation_y(twitch2 * 0.02);
87
88            next.foot_fr.orientation = Quaternion::rotation_y(twitch2 * 0.02);
89
90            next.foot_bl.orientation = Quaternion::rotation_y(twitch2 * 0.02);
91
92            next.foot_br.orientation = Quaternion::rotation_y(twitch2 * 0.02);
93        };
94        next
95    }
96}