veloren_voxygen_anim/quadruped_low/
leapshockwave.rs

1use super::{
2    super::{
3        Animation,
4        util::{elastic, out_and_in},
5        vek::*,
6    },
7    QuadrupedLowSkeleton, SkeletonAttr,
8};
9use common::{comp::body::parts::HeadState, states::utils::StageSection};
10use core::f32::consts::PI;
11
12pub struct LeapShockAnimation;
13
14impl Animation for LeapShockAnimation {
15    type Dependency<'a> = (
16        Option<&'a str>,
17        Vec3<f32>,
18        f32,
19        Option<StageSection>,
20        [HeadState; 3],
21    );
22    type Skeleton = QuadrupedLowSkeleton;
23
24    #[cfg(feature = "use-dyn-lib")]
25    const UPDATE_FN: &'static [u8] = b"quadruped_low_leapshockwave\0";
26
27    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_leapshockwave")]
28    fn update_skeleton_inner(
29        skeleton: &Self::Skeleton,
30        (ability_id, _velocity, _global_time, stage_section, heads): Self::Dependency<'_>,
31        anim_time: f32,
32        _rate: &mut f32,
33        s_a: &SkeletonAttr,
34    ) -> Self::Skeleton {
35        let mut next = (*skeleton).clone();
36        let (buildup, movement, action, recover) = match stage_section {
37            Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
38            Some(StageSection::Movement) => (1.0, anim_time, 0.0, 0.0),
39            Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
40            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
41            _ => (0.0, 0.0, 0.0, 0.0),
42        };
43        match ability_id {
44            Some("common.abilities.custom.rocksnapper.leapshockwave") => {
45                let elastic_recover = elastic(recover);
46                next.head_c_upper.scale = Vec3::one() * (1.0 - movement + elastic_recover);
47                next.head_c_upper.position = Vec3::new(
48                    0.0,
49                    s_a.head_upper.0 + (-1.0 * movement + elastic_recover) * 10.0,
50                    s_a.head_upper.1,
51                );
52                next.head_c_lower.scale = Vec3::one()
53                    * (1.0 - movement + elastic_recover)
54                    * heads[1].is_attached() as i32 as f32;
55                next.head_c_lower.position = Vec3::new(
56                    0.0,
57                    s_a.head_lower.0 + (-1.0 * movement + elastic_recover) * 15.0,
58                    s_a.head_lower.1,
59                );
60                next.tail_front.scale = Vec3::one() * (1.0 - movement + elastic_recover);
61                next.tail_rear.position = Vec3::new(
62                    0.0,
63                    s_a.tail_rear.0 + (movement - elastic_recover) * 20.0,
64                    s_a.tail_rear.1,
65                );
66                next.tail_rear.scale = Vec3::one() * (1.0 - movement + recover);
67                next.foot_fl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
68                next.foot_fl.position = Vec3::new(
69                    -s_a.feet_f.0 + (movement - elastic_recover) * 8.0,
70                    s_a.feet_f.1 + (-1.0 * movement + elastic_recover) * 8.0,
71                    s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
72                );
73                next.foot_fr.scale = Vec3::one() * (1.0 - movement + elastic_recover);
74                next.foot_fr.position = Vec3::new(
75                    s_a.feet_f.0 - (movement - elastic_recover) * 8.0,
76                    s_a.feet_f.1 - (movement - elastic_recover) * 8.0,
77                    s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
78                );
79                next.foot_bl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
80                next.foot_bl.position = Vec3::new(
81                    -s_a.feet_b.0 + (movement - elastic_recover) * 8.0,
82                    s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
83                    s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
84                );
85                next.foot_br.scale = Vec3::one() * (1.0 - movement + elastic_recover);
86                next.foot_br.position = Vec3::new(
87                    s_a.feet_b.0 - (movement - elastic_recover) * 8.0,
88                    s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
89                    s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
90                );
91                next.chest.position = Vec3::new(
92                    0.0,
93                    0.0,
94                    s_a.chest.1
95                        + out_and_in(buildup) * 15.0
96                        + ((action - 1.0).powi(2) - 1.0) * 15.0
97                        + elastic_recover * 15.0,
98                );
99                next.chest.orientation = Quaternion::rotation_z(4.0 * PI * movement);
100            },
101            _ => {
102                let (movement1base, movement2base, _movement3base, movement4) = match stage_section
103                {
104                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
105                    Some(StageSection::Movement) => (1.0, anim_time.powf(0.1), 0.0, 0.0),
106                    Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.1), 0.0),
107                    Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
108                    _ => (0.0, 0.0, 0.0, 0.0),
109                };
110                let pullback = 1.0 - movement4;
111                let movement1abs = movement1base * pullback;
112                let movement2abs = movement2base * pullback;
113
114                next.chest.scale = Vec3::one() * s_a.scaler;
115
116                next.chest.position =
117                    Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
118                next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
119                    * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
120            },
121        }
122
123        next
124    }
125}