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