veloren/voxygen/anim/src/golem/shockwave.rs

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use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
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use std::f32::consts::PI;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32);
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type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shockwave")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(stage_section, velocity, _global_time): Self::Dependency<'_>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(move1 * -PI);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move2 * -5.0);
next.upper_torso.orientation = Quaternion::rotation_z(move1 * -PI);
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next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + move2 * 2.0);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * PI);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0 - 2.0,
s_a.shoulder.1,
s_a.shoulder.2 + move2 * -1.0,
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);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0 + 2.0,
s_a.shoulder.1,
s_a.shoulder.2 + move2 * -1.0,
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);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2);
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next.hand_l.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2);
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next.hand_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2);
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if velocity < 0.5 {
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02;
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02;
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2);
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} else {
}
next
}
}