veloren/voxygen/anim/src/arthropod/dash.rs

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2021-09-06 23:43:10 +00:00
use super::{super::Animation, ArthropodSkeleton, SkeletonAttr};
//use std::{f32::consts::PI, ops::Mul};
use super::super::vek::*;
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_dash\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_dash")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1base, chargemovementbase, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powi(4), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(6), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch1 = (mirror * movement1base * 9.5).sin();
let twitch1fast = (mirror * movement1base * 25.0).sin();
//let twitch3 = (mirror * movement3 * 4.0).sin();
//let movement1 = mirror * movement1base * pullback;
//let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let short = ((1.0 / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
.sqrt())
* ((anim_time * 16.0 + PI * 0.25).sin())
* chargemovementbase
* pullback;
let shortalt = (anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback;
next.chest.scale = Vec3::one();
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation =
Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7);
next.mandible_r.orientation =
Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fl.orientation = Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2)
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.7)
* Quaternion::rotation_z(movement1abs * 0.2);
next.wing_fr.orientation = Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2)
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.7)
* Quaternion::rotation_z(movement1abs * -0.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2)
* Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.7)
* Quaternion::rotation_z(movement1abs * 0.2);
next.wing_br.orientation = Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2)
* Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.7)
* Quaternion::rotation_z(movement1abs * -0.2);
next
}
}