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69 lines
2.9 KiB
Rust
69 lines
2.9 KiB
Rust
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use super::{
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super::{vek::*, Animation},
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BirdMediumSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct StunnedAnimation;
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impl Animation for StunnedAnimation {
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type Dependency<'a> = (f32, Option<StageSection>, f32);
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type Skeleton = BirdMediumSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"bird_medium_stunned\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_stunned")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(global_time, stage_section, timer): 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 {
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let mut next = (*skeleton).clone();
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let wave_slow_cos = (anim_time * 4.5).cos();
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let (movement1base, movement2, twitch) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.1), 0.0, anim_time),
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Some(StageSection::Recover) => (1.0, anim_time.powf(4.0), 1.0),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement2;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
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let movement1abs = movement1base * pullback;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06);
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next.chest.orientation = Quaternion::rotation_x(movement1base * 0.5);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_z(twitch2 * 0.8) * Quaternion::rotation_x(wave_slow_cos * 0.01);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_l.orientation = Quaternion::rotation_y(wave_slow_cos * 0.06 + twitch2 * 0.8)
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* Quaternion::rotation_z(0.2 - movement1abs);
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next.wing_in_r.orientation = Quaternion::rotation_y(wave_slow_cos * 0.06 - twitch2 * 0.8)
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* Quaternion::rotation_z(-0.2 + movement1abs);
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next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
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next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
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next.leg_l.orientation = Quaternion::rotation_x(movement1abs * 0.8);
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
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next
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}
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}
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