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

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2021-10-29 05:00:53 +00:00
use std::f32::consts::PI;
use super::{
super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
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 (movement1, movement2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, anim_time),
_ => (0.0, 0.0),
};
let pullback = 1.0 - movement2;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
//let movement1 = mirror * movement1base * pullback;
//let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1 * pullback;
next.chest.scale = Vec3::one() / s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(
movement1*0.35 ,
) * Quaternion::rotation_y(
0.0 ,
) ;//* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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_x(
movement1abs * 0.5 ,
) * Quaternion::rotation_y(
movement1abs * 0.5 ,
)* Quaternion::rotation_z(
movement1abs * 0.5 ,
);
next.mandible_r.orientation = Quaternion::rotation_x(
movement1abs * 0.5 ,
) * Quaternion::rotation_y(
movement1abs * -0.5 ,
)* Quaternion::rotation_z(
movement1abs * -0.5 ,
);
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_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.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_z(
s_a.leg_ori.0 + movement1abs * 0.4 ,
) * Quaternion::rotation_x(
movement1abs * 1.0,
);
next.leg_fr.orientation = Quaternion::rotation_z(
-s_a.leg_ori.0 + movement1abs * -0.4 ,
) * Quaternion::rotation_x(
movement1abs * 1.0,
);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next
}
}