veloren_voxygen_anim/quadruped_low/
shoot.rs1use super::{
2 super::{Animation, vek::*},
3 QuadrupedLowSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct ShootAnimation;
8
9impl Animation for ShootAnimation {
10 type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>);
11 type Skeleton = QuadrupedLowSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"quadruped_low_shoot\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shoot")]
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (ability_id, velocity, _global_time, stage_section): Self::Dependency<'_>,
20 anim_time: f32,
21 _rate: &mut f32,
22 s_a: &SkeletonAttr,
23 ) -> Self::Skeleton {
24 let mut next = (*skeleton).clone();
25
26 let (movement1, movement2, movement3) = match stage_section {
27 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
28 Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
29 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
30 _ => (0.0, 0.0, 0.0),
31 };
32
33 let twitch1 = (movement1 * 18.0).sin();
34 match ability_id {
35 Some("common.abilities.custom.dwarves.snaretongue.bombs") => {
36 next.head_c_upper.position =
37 Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 - movement1 * 2.0);
38 next.head_c_upper.orientation =
39 Quaternion::rotation_x((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3))
40 * Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
41
42 next.head_c_lower.position =
43 Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 - movement1 * 0.5);
44 next.head_c_lower.orientation = Quaternion::rotation_x(
45 (twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.2) * (0.5 - movement3),
46 );
47
48 next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
49 next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement3 * 0.5);
50
51 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * 0.5);
52 next.chest.orientation = Quaternion::rotation_x(0.0 + movement1 * 0.1);
53
54 next.tail_front.scale = Vec3::one() * 0.1;
55 next.tail_rear.scale = Vec3::one() * 0.1;
56
57 next.foot_fl.orientation = Quaternion::rotation_x(movement1 * -0.2);
58
59 next.foot_fr.orientation = Quaternion::rotation_x(movement1 * -0.2);
60
61 next.foot_bl.orientation = Quaternion::rotation_x(movement1 * -0.2);
62
63 next.foot_br.orientation = Quaternion::rotation_x(movement1 * -0.2);
64 if velocity < 0.5 {
65 next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
66
67 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
68
69 next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
70
71 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
72 };
73 },
74 Some("common.abilities.custom.dagon.dagonbombs") => {
75 next.head_c_upper.position =
76 Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 - movement1 * 2.0);
77 next.head_c_upper.orientation =
78 Quaternion::rotation_x((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3))
79 * Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
80
81 next.head_c_lower.position =
82 Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 - movement1 * 0.5);
83 next.head_c_lower.orientation = Quaternion::rotation_x(
84 (twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.2) * (0.5 - movement3),
85 );
86
87 next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
88 next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement3 * 0.5);
89
90 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * 0.5);
91 next.chest.orientation = Quaternion::rotation_x(0.0 + movement1 * 0.1);
92
93 next.tail_front.position =
94 Vec3::new(0.0, s_a.tail_front.0 + movement1 * 1.5, s_a.tail_front.1);
95 next.tail_front.orientation =
96 Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
97
98 next.tail_rear.position =
99 Vec3::new(0.0, s_a.tail_rear.0 + movement1 * 1.5, s_a.tail_rear.1);
100 next.tail_rear.orientation =
101 Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
102 next.foot_fl.orientation = Quaternion::rotation_x(movement1 * -0.2);
103
104 next.foot_fr.orientation = Quaternion::rotation_x(movement1 * -0.2);
105
106 next.foot_bl.orientation = Quaternion::rotation_x(movement1 * -0.2);
107
108 next.foot_br.orientation = Quaternion::rotation_x(movement1 * -0.2);
109 if velocity < 0.5 {
110 next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
111
112 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
113
114 next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
115
116 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
117 };
118 },
119 _ => {
120 next.head_c_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
122 next.head_c_upper.orientation =
123 Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
124 * Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
125
126 next.head_c_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
127 next.head_c_lower.orientation = Quaternion::rotation_x(
128 (twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
129 );
130
131 next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
132 next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5);
133
134 next.head_l_upper.position = Vec3::new(
136 -s_a.side_head_upper.0,
137 s_a.side_head_upper.1,
138 s_a.side_head_upper.2,
139 );
140 next.head_l_upper.orientation =
141 Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
142 * Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
143
144 next.head_l_lower.position = Vec3::new(
145 -s_a.side_head_lower.0,
146 s_a.side_head_lower.1,
147 s_a.side_head_lower.2,
148 );
149 next.head_l_lower.orientation = Quaternion::rotation_x(
150 (twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
151 );
152
153 next.jaw_l.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
154 next.jaw_l.orientation = Quaternion::rotation_x(movement1 * -0.5);
155
156 next.head_r_upper.position = Vec3::new(
158 s_a.side_head_upper.0,
159 s_a.side_head_upper.1,
160 s_a.side_head_upper.2,
161 );
162 next.head_r_upper.orientation =
163 Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
164 * Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
165
166 next.head_r_lower.position = Vec3::new(
167 s_a.side_head_lower.0,
168 s_a.side_head_lower.1,
169 s_a.side_head_lower.2,
170 );
171 next.head_r_lower.orientation = Quaternion::rotation_x(
172 (twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
173 );
174
175 next.jaw_r.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
176 next.jaw_r.orientation = Quaternion::rotation_x(movement1 * -0.5);
177
178 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
179 next.chest.orientation = Quaternion::rotation_x(0.0);
180
181 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
182 next.tail_front.orientation = Quaternion::rotation_x(movement1 * 0.15);
183
184 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
185 next.tail_rear.orientation = Quaternion::rotation_x(0.0);
186 if velocity < 0.5 {
187 next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
188
189 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
190
191 next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
192
193 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
194 };
195 },
196 }
197 next
198 }
199}