veloren_voxygen_anim/quadruped_medium/
leapmelee.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedMediumSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct LeapMeleeAnimation;
8
9impl Animation for LeapMeleeAnimation {
10    type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
11    type Skeleton = QuadrupedMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"quadruped_medium_leapmelee\0";
15
16    #[cfg_attr(
17        feature = "be-dyn-lib",
18        unsafe(export_name = "quadruped_medium_leapmelee")
19    )]
20    fn update_skeleton_inner(
21        skeleton: &Self::Skeleton,
22        (_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
23        anim_time: f32,
24        _rate: &mut f32,
25        s_a: &SkeletonAttr,
26    ) -> Self::Skeleton {
27        let mut next = (*skeleton).clone();
28        //let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
29
30        let (movement1base, movement2base, movement3base, movement4) = match stage_section {
31            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
32            Some(StageSection::Movement) => (1.0, anim_time, 0.0, 0.0),
33            Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
34            Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
35            _ => (0.0, 0.0, 0.0, 0.0),
36        };
37        let pullback = 1.0 - movement4;
38        let subtract = global_time - timer;
39        let check = subtract - subtract.trunc();
40        let mirror = (check - 0.5).signum();
41        let movement1abs = movement1base * pullback;
42        let movement2abs = movement2base * pullback;
43        let movement3abs = movement3base * pullback;
44
45        let twitch1 = (movement1base * 10.0).sin() * (1.0 - movement2base);
46        let twitch3 = (movement3base * 5.0).sin() * mirror;
47        let twitch1abs = twitch1 * mirror;
48
49        next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2 + movement3abs * -0.7)
50            * Quaternion::rotation_y(twitch1abs * 0.3 + twitch3 * 0.7);
51
52        next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement1abs * -0.2)
53            * Quaternion::rotation_y(twitch1abs * 0.1);
54
55        next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.4 + twitch1 * 0.2);
56
57        next.tail.orientation = Quaternion::rotation_z(twitch1abs * 1.0);
58        next.torso_front.position = Vec3::new(
59            0.0,
60            s_a.torso_front.0 + movement1abs * -4.0,
61            s_a.torso_front.1,
62        );
63        next.torso_front.orientation =
64            Quaternion::rotation_x(movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3)
65                * Quaternion::rotation_y(twitch1abs * -0.1);
66
67        next.torso_back.orientation =
68            Quaternion::rotation_x(movement1abs * -0.45) * Quaternion::rotation_y(twitch1abs * 0.1);
69
70        next.ears.orientation = Quaternion::rotation_x(twitch1 * 0.1);
71        next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
72            * Quaternion::rotation_y(twitch1abs * 0.1);
73
74        next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
75            * Quaternion::rotation_y(twitch1abs * 0.1);
76
77        next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
78
79        next.leg_br.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
80
81        next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * -0.9);
82
83        next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * -0.9);
84
85        next.foot_bl.orientation = Quaternion::rotation_x(movement1abs * -1.1);
86
87        next.foot_br.orientation = Quaternion::rotation_x(movement1abs * -1.1);
88
89        next
90    }
91}