veloren_voxygen_anim/quadruped_low/
shockwave.rs1use super::{
2 super::{Animation, vek::*},
3 QuadrupedLowSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6pub struct ShockwaveAnimation;
9
10impl Animation for ShockwaveAnimation {
11 type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
12 type Skeleton = QuadrupedLowSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"quadruped_low_shockwave\0";
16
17 #[cfg_attr(
18 feature = "be-dyn-lib",
19 unsafe(export_name = "quadruped_low_shockwave")
20 )]
21 fn update_skeleton_inner(
22 skeleton: &Self::Skeleton,
23 (_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
24 anim_time: f32,
25 _rate: &mut f32,
26 s_a: &SkeletonAttr,
27 ) -> Self::Skeleton {
28 let mut next = (*skeleton).clone();
29
30 let (movement1base, movement2base, movement3) = match stage_section {
31 Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
32 Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
33 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
34 _ => (0.0, 0.0, 0.0),
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 twitch3 = (mirror * movement3 * 9.0).sin();
41 let movement1 = mirror * movement1base * pullback;
42 let movement2 = mirror * movement2base * pullback;
43 let movement1abs = movement1base * pullback;
44 let movement2abs = movement2base * pullback;
45
46 next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
48
49 next.head_c_lower.orientation =
50 Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
51 * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
52
53 next.jaw_c.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
54 * Quaternion::rotation_z(twitch3 * 0.2);
55
56 next.head_l_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
58
59 next.head_l_lower.orientation =
60 Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
61 * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
62
63 next.jaw_l.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
64 * Quaternion::rotation_z(twitch3 * 0.2);
65
66 next.head_r_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
68
69 next.head_r_lower.orientation =
70 Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
71 * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
72
73 next.jaw_r.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
74 * Quaternion::rotation_z(twitch3 * 0.2);
75
76 next.chest.orientation = Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
77 * Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
78 if s_a.tongue_for_tail {
79 next.tail_front.scale = Vec3::one() * 0.1;
80 next.tail_rear.scale = Vec3::one() * 0.1;
81 } else {
82 next.tail_front.orientation = Quaternion::rotation_x(0.15)
83 * Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
84 * twitch3
85 * 0.8;
86
87 next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
88 * Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
89 * twitch3
90 * 0.8;
91 }
92 next
93 }
94}