veloren_voxygen_anim/quadruped_low/
tailwhip.rs

1use std::f32::consts::PI;
2
3use super::{
4    super::{Animation, vek::*},
5    QuadrupedLowSkeleton, SkeletonAttr,
6};
7use common::states::utils::StageSection;
8
9pub struct TailwhipAnimation;
10
11impl Animation for TailwhipAnimation {
12    type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>, f32);
13    type Skeleton = QuadrupedLowSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"quadruped_low_tailwhip\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_tailwhip")]
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (ability_id, _velocity, global_time, stage_section, timer): Self::Dependency<'_>,
22        anim_time: f32,
23        _rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        let mut next = (*skeleton).clone();
27
28        let subtract = global_time - timer;
29        let check = subtract - subtract.trunc();
30        let mirror = (check - 0.5).signum();
31        match ability_id {
32            Some("common.abilities.custom.hydra.tail_swipe") => match stage_section {
33                Some(StageSection::Charge) => {
34                    let rotate_t = mirror * anim_time * 2.0 / (1.0 + anim_time * 2.0);
35                    let shake = (anim_time * 15.0).sin() * 0.05;
36
37                    next.chest.orientation = Quaternion::rotation_z(0.2 * rotate_t + shake * 0.1);
38
39                    next.tail_front.orientation = Quaternion::rotation_z(0.7 * rotate_t + shake);
40
41                    next.tail_rear.orientation = Quaternion::rotation_z(0.8 * rotate_t + shake);
42
43                    next.foot_fl.orientation = Quaternion::rotation_x(-0.15 * rotate_t);
44                    next.foot_bl.orientation = Quaternion::rotation_x(-0.25 * rotate_t);
45                    next.foot_fr.orientation = Quaternion::rotation_x(0.15 * rotate_t);
46                    next.foot_br.orientation = Quaternion::rotation_x(0.25 * rotate_t);
47                },
48                Some(StageSection::Action) => {
49                    let rotate_t = mirror * -anim_time * 30.0 / (4.0 + anim_time * 30.0) * PI * 2.3;
50
51                    next.chest.orientation = Quaternion::rotation_z(rotate_t);
52                },
53                Some(StageSection::Recover) => {},
54                _ => {},
55            },
56            _ => {
57                let (movement1base, movement2base, movement3, twitch1, twitch2) =
58                    match stage_section {
59                        Some(StageSection::Charge) => {
60                            (anim_time.min(1.2), 0.0, 0.0, (anim_time * 15.0).sin(), 0.0)
61                        },
62                        Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0, 1.0, 0.0),
63                        Some(StageSection::Recover) => {
64                            (1.0, 1.0, anim_time.powi(6), 1.0, (anim_time * 7.0).sin())
65                        },
66                        _ => (0.0, 0.0, 0.0, 0.0, 0.0),
67                    };
68                let pullback = 1.0 - movement3;
69                let movement1 = mirror * movement1base * pullback;
70                let movement2 = mirror * movement2base * pullback;
71                let movement1abs = movement1base * pullback;
72                let movement1nopull = mirror * movement1base;
73                let movement2nopull = mirror * movement2base;
74
75                // Center head
76                next.head_c_upper.orientation =
77                    Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
78
79                next.head_c_lower.orientation =
80                    Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
81
82                next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
83
84                // Left head
85                next.head_l_upper.orientation =
86                    Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
87
88                next.head_l_lower.orientation =
89                    Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
90
91                next.jaw_l.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
92
93                // Right head
94                next.head_r_upper.orientation =
95                    Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
96
97                next.head_r_lower.orientation =
98                    Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
99
100                next.jaw_r.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
101
102                next.chest.orientation = Quaternion::rotation_z(
103                    (mirror * twitch1 * 0.02 + movement1nopull * -0.4 + movement2nopull * 3.0)
104                        + (movement3 * 4.0 * mirror)
105                        + twitch2 * 0.1 * mirror,
106                );
107
108                next.tail_front.orientation = Quaternion::rotation_x(0.15 + (movement1abs * -0.4))
109                    * Quaternion::rotation_z(
110                        mirror * twitch1 * 0.15
111                            + movement1 * -0.6
112                            + movement2 * 0.9
113                            + twitch2 * 0.3 * mirror,
114                    );
115                next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
116
117                next.tail_rear.orientation = Quaternion::rotation_x(-0.12 + (movement1abs * -0.45))
118                    * Quaternion::rotation_z(
119                        mirror * twitch1 * 0.2
120                            + movement1 * -0.6
121                            + movement2 * 0.7
122                            + twitch2 * 0.3 * mirror,
123                    );
124            },
125        }
126
127        next
128    }
129}