veloren_voxygen_anim/quadruped_low/
stunned.rs1use super::{
2 super::{Animation, vek::*},
3 QuadrupedLowSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6pub struct StunnedAnimation;
9
10impl Animation for StunnedAnimation {
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_stunned\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_stunned")]
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, movement2, twitch) = match stage_section {
28 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
29 Some(StageSection::Recover) => {
30 (1.0, anim_time.powf(3.0), ((1.0 - anim_time) * 7.0).sin())
31 },
32 _ => (0.0, 0.0, 0.0),
33 };
34 let pullback = 1.0 - movement2;
35 let subtract = global_time - timer;
36 let check = subtract - subtract.trunc();
37 let mirror = (check - 0.5).signum();
38 let movement1 = mirror * movement1base * pullback;
39 let movement1abs = movement1base * pullback;
40
41 next.head_c_upper.orientation = Quaternion::rotation_x(movement1abs * -0.18)
43 * Quaternion::rotation_z(twitch * 0.13 * mirror);
44
45 next.head_c_lower.orientation =
46 Quaternion::rotation_x(movement1abs * -0.18) * Quaternion::rotation_y(movement1 * 0.3);
47
48 next.jaw_c.orientation = Quaternion::rotation_x(0.0);
49
50 next.head_l_upper.orientation = Quaternion::rotation_x(movement1abs * -0.18)
52 * Quaternion::rotation_z(twitch * 0.13 * mirror);
53
54 next.head_l_lower.orientation =
55 Quaternion::rotation_x(movement1abs * -0.18) * Quaternion::rotation_y(movement1 * 0.3);
56
57 next.jaw_l.orientation = Quaternion::rotation_x(0.0);
58
59 next.head_r_upper.orientation = Quaternion::rotation_x(movement1abs * -0.18)
61 * Quaternion::rotation_z(twitch * 0.13 * mirror);
62
63 next.head_r_lower.orientation =
64 Quaternion::rotation_x(movement1abs * -0.18) * Quaternion::rotation_y(movement1 * 0.3);
65
66 next.jaw_r.orientation = Quaternion::rotation_x(0.0);
67
68 next.chest.orientation =
69 Quaternion::rotation_y(movement1 * -0.08) * Quaternion::rotation_z(movement1 * -0.15);
70
71 next.tail_front.orientation =
72 Quaternion::rotation_x(0.15) * Quaternion::rotation_z(movement1 * -0.4);
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_rear.orientation =
78 Quaternion::rotation_x(-0.12) * Quaternion::rotation_z(movement1 * -0.4);
79 }
80 next
81 }
82}