veloren_voxygen_anim/quadruped_low/
shockwave.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedLowSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6//use std::ops::Rem;
7
8pub 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(feature = "be-dyn-lib", export_name = "quadruped_low_shockwave")]
18    fn update_skeleton_inner(
19        skeleton: &Self::Skeleton,
20        (_velocity, global_time, stage_section, timer): 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 (movement1base, movement2base, movement3) = match stage_section {
28            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
29            Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
30            Some(StageSection::Recover) => (1.0, 1.0, anim_time),
31            _ => (0.0, 0.0, 0.0),
32        };
33        let pullback = -1.0 - movement3;
34        let subtract = global_time - timer;
35        let check = subtract - subtract.trunc();
36        let mirror = (check - 0.5).signum();
37        let twitch3 = (mirror * movement3 * 9.0).sin();
38        let movement1 = mirror * movement1base * pullback;
39        let movement2 = mirror * movement2base * pullback;
40        let movement1abs = movement1base * pullback;
41        let movement2abs = movement2base * pullback;
42
43        // Center head
44        next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
45
46        next.head_c_lower.orientation =
47            Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
48                * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
49
50        next.jaw_c.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
51            * Quaternion::rotation_z(twitch3 * 0.2);
52
53        // Left head
54        next.head_l_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
55
56        next.head_l_lower.orientation =
57            Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
58                * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
59
60        next.jaw_l.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
61            * Quaternion::rotation_z(twitch3 * 0.2);
62
63        // Right head
64        next.head_r_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
65
66        next.head_r_lower.orientation =
67            Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
68                * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
69
70        next.jaw_r.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
71            * Quaternion::rotation_z(twitch3 * 0.2);
72
73        next.chest.orientation = Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
74            * Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
75        if s_a.tongue_for_tail {
76            next.tail_front.scale = Vec3::one() * 0.1;
77            next.tail_rear.scale = Vec3::one() * 0.1;
78        } else {
79            next.tail_front.orientation = Quaternion::rotation_x(0.15)
80                * Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
81                * twitch3
82                * 0.8;
83
84            next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
85                * Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
86                * twitch3
87                * 0.8;
88        }
89        next
90    }
91}