veloren/voxygen/anim/src/golem/shockwave.rs
2020-12-01 20:20:01 +01:00

104 lines
3.4 KiB
Rust

use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency = (f32, f64);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shockwave")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, _global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab = 1.0;
let breathe = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let twist = anim_time as f32 * lab as f32 * 2.5;
let slower = (((1.0)
/ (0.00001
+ 0.9999 * ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin()).powi(2)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 2.0 - 0.5 * PI).sin())
+ 1.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z((-twist * 2.0).max(-PI)) * Quaternion::rotation_x(0.0);
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + slower * -3.0 + breathe * 1.0,
) / 8.0;
next.upper_torso.orientation =
Quaternion::rotation_z((twist * 2.0).min(PI)) * Quaternion::rotation_x(0.0);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + slower * 1.0);
next.lower_torso.orientation =
Quaternion::rotation_z((-twist * 2.0).max(-PI)) * Quaternion::rotation_x(0.0);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0 - 2.0,
s_a.shoulder.1,
s_a.shoulder.2 - slower * 1.0,
);
next.shoulder_l.orientation = Quaternion::rotation_y(0.6 + slower * -0.3);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0 + 2.0,
s_a.shoulder.1,
s_a.shoulder.2 - slower * 1.0,
);
next.shoulder_r.orientation = Quaternion::rotation_y(-0.6 + slower * 0.3);
next.hand_l.position = Vec3::new(
-s_a.hand.0 - 1.0,
s_a.hand.1,
s_a.hand.2 - slower * 0.5 + breathe * -1.0,
);
next.hand_l.orientation = Quaternion::rotation_y(-0.6 + slower * 0.3);
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0,
s_a.hand.1,
s_a.hand.2 - slower * 0.5 + breathe * -1.0,
);
next.hand_r.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.6 + slower * -0.3);
if velocity < 0.5 {
next.leg_l.position =
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slower * -0.5) * 1.02;
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slower * -0.5) * 1.02;
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + slower * 2.5 + breathe * -1.0,
);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + slower * 2.5 + breathe * -1.0,
);
} else {
}
next
}
}