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124 lines
5.1 KiB
Rust
124 lines
5.1 KiB
Rust
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, util::Dir};
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pub struct BreatheAnimation;
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type BreatheAnimationDependency = (
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Vec3<f32>,
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f32,
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Vec3<f32>,
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Vec3<f32>,
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Option<StageSection>,
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f32,
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Dir,
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bool,
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);
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impl Animation for BreatheAnimation {
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type Dependency<'a> = BreatheAnimationDependency;
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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_breathe\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_breathe")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(velocity,global_time, _orientation, _last_ori, stage_section, timer, look_dir, on_ground): Self::Dependency<'a>,
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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 (movement1base, movement2base, movement3, twitch) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
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_ => (0.0, 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();
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let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
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let movement1abs = movement1base * pullback;
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let movement2abs = movement2base * pullback;
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let wave_slow_cos = (anim_time * 4.5).cos();
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
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);
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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 =
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Quaternion::rotation_x(movement1abs * 0.8 - movement2abs * 0.5 + twitch2 * -0.02);
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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_x(movement1abs * 0.5 - movement2abs * 0.5 + look_dir.z * 0.4);
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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(movement1abs * -0.7 + twitch2 * 0.1);
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if on_ground {
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next.chest.orientation =
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Quaternion::rotation_x(movement1abs * 0.2 - movement2abs * 0.5 + twitch2 * 0.03);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement2abs * -3.0);
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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(
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-1.0 + movement1abs * 0.8 - movement2abs * 0.4 + twitch2 * 0.03,
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) * Quaternion::rotation_z(0.2 - movement1abs * 0.8 + movement2abs * 0.4);
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next.wing_in_r.orientation =
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Quaternion::rotation_y(
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1.0 - movement1abs * 0.8 + movement2abs * 0.4 + twitch2 * -0.03,
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) * Quaternion::rotation_z(-0.2 + movement1abs * 0.8 - movement2abs * 0.4);
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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 =
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Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
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next.wing_mid_r.orientation =
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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 =
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Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
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next.wing_out_r.orientation =
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Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
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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 =
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Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.1);
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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 =
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Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * -0.2);
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} else {
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next.neck.orientation = Quaternion::rotation_x(
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movement1abs * -0.4
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+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
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);
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next.head.orientation = Quaternion::rotation_x(
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movement1abs * 0.5
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+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
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+ look_dir.z * 0.4,
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);
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}
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next
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}
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}
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