veloren/voxygen/src/anim/src/theropod/beta.rs

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2020-11-21 19:06:36 +00:00
use super::{
super::{vek::*, Animation},
TheropodSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
//use std::ops::Rem;
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (f32, f64, Option<StageSection>, f64);
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"theropod_beta\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(2.0), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(4.0), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum() as f32;
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs*-0.4+movement2abs*1.2)*Quaternion::rotation_y(movement1*0.1+movement2*-0.1);
next.neck.orientation = Quaternion::rotation_x(movement1abs*0.4+movement2abs*-1.2)*Quaternion::rotation_y(movement1*0.1+movement2*-0.1);
next.chest_front.orientation = Quaternion::rotation_x(movement1abs * 0.6+movement2abs*-1.5)
;
next.chest_back.orientation = Quaternion::rotation_x(movement1abs * -0.6+movement2abs*1.5);
next.leg_l.orientation = Quaternion::rotation_x(movement1abs *-0.5);
next.leg_r.orientation = Quaternion::rotation_x(movement1abs *-0.5);
next.foot_l.orientation = Quaternion::rotation_x(movement1abs *0.4);
next.foot_r.orientation = Quaternion::rotation_x(movement1abs *0.4);
next.tail_front.orientation = Quaternion::rotation_x(0.1+movement1abs*-0.1+movement2abs*-0.3)
;
next.tail_back.orientation = Quaternion::rotation_x(0.1+movement1abs*-0.1+movement2abs*-0.3)
;
next
}
}