veloren_voxygen_anim/quadruped_small/
stunned.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedSmallSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6//use std::ops::Rem;
7
8pub struct StunnedAnimation;
9
10impl Animation for StunnedAnimation {
11    type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
12    type Skeleton = QuadrupedSmallSkeleton;
13
14    #[cfg(feature = "use-dyn-lib")]
15    const UPDATE_FN: &'static [u8] = b"quadruped_small_stunned\0";
16
17    #[cfg_attr(
18        feature = "be-dyn-lib",
19        unsafe(export_name = "quadruped_small_stunned")
20    )]
21    fn update_skeleton_inner(
22        skeleton: &Self::Skeleton,
23        (_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
24        anim_time: f32,
25        _rate: &mut f32,
26        s_a: &SkeletonAttr,
27    ) -> Self::Skeleton {
28        let mut next = (*skeleton).clone();
29
30        let (movement1base, movement2, twitch) = match stage_section {
31            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
32            Some(StageSection::Recover) => {
33                (1.0, anim_time.powf(3.0), ((1.0 - anim_time) * 10.0).sin())
34            },
35            _ => (0.0, 0.0, 0.0),
36        };
37        let pullback = 1.0 - movement2;
38        let subtract = global_time - timer;
39        let check = subtract - subtract.trunc();
40        let mirror = (check - 0.5).signum();
41        let movement1 = mirror * movement1base * pullback;
42        let movement1abs = movement1base * pullback;
43        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
44
45        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -1.5);
46        next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2)
47            * Quaternion::rotation_y(movement1 * -0.6)
48            * Quaternion::rotation_z(movement1 * 0.4 + twitch * 0.2 * mirror);
49
50        next.chest.orientation =
51            Quaternion::rotation_x(movement1abs * -0.2) * Quaternion::rotation_z(0.0);
52
53        next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
54        next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8);
55
56        next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
57        next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8);
58
59        next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
60        next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2);
61
62        next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
63        next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.2);
64
65        next.tail.orientation =
66            Quaternion::rotation_x(movement1abs * 0.5) * Quaternion::rotation_z(movement1 * -0.4);
67
68        next
69    }
70}