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79 lines
2.9 KiB
Rust
79 lines
2.9 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BirdMediumSkeleton, SkeletonAttr,
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};
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use common::{states::utils::StageSection, util::Dir};
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pub struct ShootAnimation;
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type ShootAnimationDependency = (Vec3<f32>, f32, Option<StageSection>, f32, Dir, bool);
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impl Animation for ShootAnimation {
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type Dependency<'a> = ShootAnimationDependency;
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type Skeleton = BirdMediumSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"bird_medium_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_shoot")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(velocity, global_time, stage_section, timer, look_dir, on_ground): 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 (movement1base, movement3, twitch) = 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::Recover) => (1.0, anim_time.powf(0.25), anim_time),
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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();
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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 movement1mirror = movement1abs * mirror;
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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.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 + look_dir.z * 0.4 + twitch2)
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* Quaternion::rotation_y(movement1mirror * 0.5);
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if on_ground {
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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 + movement1abs * -3.0,
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);
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next.chest.orientation = Quaternion::rotation_x(movement1abs * 0.1);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(-movement1abs * 0.1 + twitch2 * 0.02);
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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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}
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if velocity.xy().magnitude() < 1.0 {
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next.wing_in_l.orientation = Quaternion::rotation_y(-1.0 + movement1abs * 0.8)
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* Quaternion::rotation_z(0.2 - movement1abs * 0.8);
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next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - movement1abs * 0.8)
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* Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
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};
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next
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}
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}
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