veloren_voxygen_anim/quadruped_small/
alpha.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedSmallSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6//use std::ops::Rem;
7
8pub struct AlphaAnimation;
9
10impl Animation for AlphaAnimation {
11    type Dependency<'a> = (f32, StageSection, f32);
12    type Skeleton = QuadrupedSmallSkeleton;
13
14    #[cfg(feature = "use-dyn-lib")]
15    const UPDATE_FN: &'static [u8] = b"quadruped_small_alpha\0";
16
17    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_alpha")]
18    fn update_skeleton_inner(
19        skeleton: &Self::Skeleton,
20        (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, movement2base, movement3) = match stage_section {
28            StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
29            StageSection::Action => (1.0, anim_time.powi(4), 0.0),
30            StageSection::Recover => (1.0, 1.0, anim_time),
31            _ => (0.0, 0.0, 0.0),
32        };
33        let pullback = 1.0 - movement3;
34        let subtract = global_time - timer;
35        let check = subtract - subtract.trunc();
36        let mirror = (check - 0.5).signum();
37        let movement1 = mirror * movement1base * pullback;
38        let movement2 = mirror * movement2base * pullback;
39        let movement1abs = movement1base * pullback;
40        let movement2abs = movement2base * pullback;
41
42        next.head.orientation = Quaternion::rotation_x(movement1abs * -0.7 + movement2abs * 2.0)
43            * Quaternion::rotation_y(movement1 * -0.6 + movement2 * 1.2);
44
45        next.chest.orientation = Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
46            * Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.6);
47
48        next.tail.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.0)
49            * Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
50
51        next
52    }
53}