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

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use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
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use common::states::utils::StageSection;
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pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
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type Dependency = (Option<StageSection>, f64, f64);
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type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(stage_section, global_time, timer): Self::Dependency,
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anim_time: f64,
_rate: &mut f32,
_s_a: &SkeletonAttr,
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) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
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let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum() as f32;
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let move1 = move1base * pullback;
let move2 = move2base * pullback;
if mirror > 0.0 {
next.head.orientation =
Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
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next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
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next.hand_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
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next.hand_r.orientation =
Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
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} else {
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next.head.orientation =
Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
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next.lower_torso.orientation = Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
* Quaternion::rotation_x(move1 * 0.6);
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next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
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next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
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next.hand_l.orientation =
Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
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next.hand_r.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
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};
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next.torso.position = Vec3::new(0.0, move1 * 0.7, move1 * -0.3);
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next
}
}