veloren_voxygen_anim/quadruped_medium/
shockwave.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedMediumSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6//use std::ops::Rem;
7use std::f32::consts::PI;
8
9pub struct ShockwaveAnimation;
10
11impl Animation for ShockwaveAnimation {
12    type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>, f32);
13    type Skeleton = QuadrupedMediumSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"quadruped_medium_shockwave\0";
17
18    #[cfg_attr(
19        feature = "be-dyn-lib",
20        unsafe(export_name = "quadruped_medium_shockwave")
21    )]
22    fn update_skeleton_inner(
23        skeleton: &Self::Skeleton,
24        (ability_id, _velocity, global_time, stage_section, timer): Self::Dependency<'_>,
25        anim_time: f32,
26        _rate: &mut f32,
27        _s_a: &SkeletonAttr,
28    ) -> Self::Skeleton {
29        let mut next = (*skeleton).clone();
30
31        let (buildup_base, charge_base, action_base, recover_base, legtell) = match stage_section {
32            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0, anim_time),
33            Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0, 0.0),
34            Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0, 0.2),
35            Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time, 0.0),
36            _ => (0.0, 0.0, 0.0, 0.0, 0.0),
37        };
38
39        match ability_id {
40            Some("common.abilities.custom.elephant.stomp") => {
41                let buildup = buildup_base;
42                let action = action_base;
43                let action_inv = 1.0 - action_base;
44                let recover_inv = 1.0 - recover_base;
45
46                next.foot_br
47                    .orientation
48                    .rotate_x(-PI / 8.0 * buildup * action_inv);
49                next.foot_bl
50                    .orientation
51                    .rotate_x(-PI / 8.0 * buildup * action_inv);
52                next.leg_fr
53                    .orientation
54                    .rotate_x(PI / 8.0 * buildup * recover_inv);
55                next.leg_fr
56                    .orientation
57                    .rotate_y(-PI / 12.0 * buildup * action_inv);
58                next.foot_fr
59                    .orientation
60                    .rotate_x(PI / 4.0 * buildup * action_inv);
61                next.leg_fl
62                    .orientation
63                    .rotate_x(PI / 8.0 * buildup * recover_inv);
64                next.leg_fl
65                    .orientation
66                    .rotate_y(PI / 12.0 * buildup * action_inv);
67                next.foot_fl
68                    .orientation
69                    .rotate_x(PI / 4.0 * buildup * action_inv);
70                next.torso_back
71                    .orientation
72                    .rotate_x(-PI / 8.0 * buildup * action_inv + PI / 8.0 * action * recover_inv);
73                next.torso_front.position += Vec3::new(0.0, -9.0, 11.0) * buildup * action_inv
74                    + Vec3::new(0.0, 0.0, -4.0) * action * recover_inv;
75                next.torso_front
76                    .orientation
77                    .rotate_x(PI / 4.0 * buildup * action_inv - PI / 8.0 * action * recover_inv);
78                next.head
79                    .orientation
80                    .rotate_x(PI / 8.0 * buildup * action_inv - PI / 8.0 * action * recover_inv);
81                next.jaw
82                    .orientation
83                    .rotate_x(PI / 6.0 * buildup * action_inv);
84                next.ears.position += Vec3::new(0.0, -5.0, -2.0) * buildup * action_inv;
85                next.ears
86                    .orientation
87                    .rotate_x(PI / 4.0 * buildup * recover_inv);
88            },
89            _ => {
90                let pullback = 1.0 - recover_base;
91                let subtract = global_time - timer;
92                let check = subtract - subtract.trunc();
93                let mirror = (check - 0.5).signum();
94                let twitch1 = (mirror * buildup_base * 3.5).sin();
95                let twitch1fast = (mirror * buildup_base * 45.0).sin();
96                //let twitch3 = (mirror * movement3 * 4.0).sin();
97                //let movement1 = mirror * movement1base * pullback;
98                //let movement2 = mirror * movement2base * pullback;
99                let movement1abs = buildup_base * pullback;
100                let movement2abs = action_base * pullback;
101                //let legtwitch = (legtell * 6.0).sin() * pullback;
102                let legswing = legtell * pullback;
103                let short = ((1.0
104                    / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
105                .sqrt())
106                    * ((anim_time * 16.0_f32 + PI * 0.25).sin())
107                    * charge_base
108                    * pullback;
109                let shortalt = (anim_time * 16.0_f32 + PI * 0.25).sin() * charge_base * pullback;
110
111                next.head.orientation =
112                    Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.8)
113                        * Quaternion::rotation_z(short * -0.06 + twitch1 * 0.2);
114
115                next.neck.orientation =
116                    Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.5)
117                        * Quaternion::rotation_z(short * 0.15 + twitch1 * 0.2);
118
119                next.jaw.orientation = Quaternion::rotation_x(
120                    twitch1fast * 0.2
121                        + movement1abs * -0.3
122                        + movement2abs * 1.2
123                        + charge_base * -0.5,
124                );
125                next.torso_front.orientation = Quaternion::rotation_z(twitch1 * 0.06)
126                    * Quaternion::rotation_y(short * 0.06)
127                    * Quaternion::rotation_x(legswing * 0.06);
128
129                next.tail.orientation = Quaternion::rotation_x(
130                    0.15 + movement1abs * -0.4 + movement2abs * 0.2 + charge_base * 0.2,
131                ) * Quaternion::rotation_z(shortalt * 0.15);
132                next.leg_fl.orientation = Quaternion::rotation_x(legswing * 1.4);
133
134                next.foot_fl.orientation = Quaternion::rotation_x(legswing * -0.5);
135                next.leg_bl.orientation = Quaternion::rotation_x(legswing * 0.3);
136
137                next.foot_bl.orientation = Quaternion::rotation_x(legswing * -0.3);
138
139                next.leg_fr.orientation = Quaternion::rotation_x(legswing * 1.4);
140
141                next.foot_fr.orientation = Quaternion::rotation_x(legswing * -0.5);
142
143                next.leg_br.orientation = Quaternion::rotation_x(legswing * 0.3);
144
145                next.foot_br.orientation = Quaternion::rotation_x(legswing * -0.3);
146            },
147        }
148        next
149    }
150}