veloren_voxygen_anim/quadruped_medium/
hoof.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedMediumSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use std::f32::consts::PI;
7
8pub struct HoofAnimation;
9
10impl Animation for HoofAnimation {
11    type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
12    type Skeleton = QuadrupedMediumSkeleton;
13
14    #[cfg(feature = "use-dyn-lib")]
15    const UPDATE_FN: &'static [u8] = b"quadruped_medium_hoof\0";
16
17    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_hoof")]
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        let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
27
28        let (movement1base, movement2base, movement3, twitch) = match stage_section {
29            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
30            Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0, anim_time),
31            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
32            _ => (0.0, 0.0, 0.0, 0.0),
33        };
34        let pullback = 1.0 - movement3;
35        let subtract = global_time - timer;
36        let check = subtract - subtract.trunc();
37        let mirror = (check - 0.5).signum();
38        let movement1 = movement1base * mirror * pullback;
39        let movement2 = movement2base * mirror * pullback;
40        let movement1abs = movement1base * pullback;
41        let movement2abs = movement2base * pullback;
42        let twitchleft = (twitch * 16.0).sin() * pullback * mirror;
43        let twitchright = (twitch * 8.0 + PI / 2.0).sin() * pullback * mirror;
44
45        next.head.orientation = Quaternion::rotation_x(movement1abs * -0.6 + movement2abs * 0.6)
46            * Quaternion::rotation_y(movement1 * 0.35 + movement2 * -0.15)
47            * Quaternion::rotation_z(movement1 * 0.15 + movement2 * -0.5);
48
49        next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.8 + movement2abs * -0.2)
50            * Quaternion::rotation_y(movement1 * 0.0)
51            * Quaternion::rotation_z(movement1 * 0.10 + movement1 * -0.15);
52
53        next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.7 + movement2abs * 0.7);
54
55        next.tail.orientation = Quaternion::rotation_x(movement1 * 0.5 + movement2 * -0.8);
56        next.torso_front.position = Vec3::new(
57            0.0,
58            s_a.torso_front.0 + movement1abs * -6.0,
59            s_a.torso_front.1 + movement1abs * 9.0,
60        );
61        next.torso_front.orientation = Quaternion::rotation_x(movement1abs * 1.2);
62
63        next.torso_back.orientation = Quaternion::rotation_x(movement1abs * -0.8);
64
65        next.ears.orientation = Quaternion::rotation_x(0.0);
66        next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8 + twitchleft * 0.5)
67            * Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3)
68            * Quaternion::rotation_z(movement1 * -0.35 + movement2 * 0.45);
69
70        next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8 + twitchright * 0.5)
71            * Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3)
72            * Quaternion::rotation_z(movement1 * -0.35 + movement2 * 0.45);
73
74        next.foot_fl.orientation =
75            Quaternion::rotation_x(movement1abs * -0.9 + twitchleft * 0.5 + movement2abs * 0.6);
76
77        next.foot_fr.orientation =
78            Quaternion::rotation_x(movement1abs * -0.9 + twitchright * 0.5 + movement2abs * 0.6);
79        if speed < 0.5 {
80            next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2);
81
82            next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.2);
83
84            next.foot_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2);
85
86            next.foot_br.orientation = Quaternion::rotation_x(movement1abs * -0.2);
87        };
88        next
89    }
90}