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https://gitlab.com/veloren/veloren.git
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88 lines
3.8 KiB
Rust
88 lines
3.8 KiB
Rust
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use super::{
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super::{vek::*, Animation},
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BirdLargeSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct AlphaAnimation;
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impl Animation for AlphaAnimation {
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type Dependency = (Option<StageSection>, f32, f32);
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type Skeleton = BirdLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"bird_large_alpha\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_alpha")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(stage_section, _global_time, _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 (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let wave_slow_cos = (anim_time * 4.5).cos();
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.head.scale = Vec3::one() * 0.98;
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next.neck.scale = Vec3::one() * 1.02;
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next.beak.scale = Vec3::one() * 0.98;
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next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
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next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
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next.foot_l.scale = Vec3::one() * 1.02;
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next.foot_r.scale = Vec3::one() * 1.02;
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next.chest.scale = Vec3::one() * s_a.scaler / 8.0;
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler / 8.0;
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next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
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next.neck.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
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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 = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
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next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
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next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation = Quaternion::rotation_x(-move1 * 0.2);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation = Quaternion::rotation_x(0.0);
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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 =
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Quaternion::rotation_y(-1.0 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
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next.wing_in_r.orientation =
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Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
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next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
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next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
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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
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}
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}
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