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68 lines
2.7 KiB
Rust
68 lines
2.7 KiB
Rust
use super::{
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super::{vek::*, Animation},
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QuadrupedSmallSkeleton, 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 StunnedAnimation;
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impl Animation for StunnedAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = QuadrupedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_small_stunned\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_stunned")]
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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): 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, movement2, 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) => {
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(1.0, anim_time.powf(3.0), ((1.0 - anim_time) * 10.0).sin())
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},
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement2;
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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 movement1 = mirror * movement1base * pullback;
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let movement1abs = movement1base * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -1.5);
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next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2)
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* Quaternion::rotation_y(movement1 * -0.6)
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* Quaternion::rotation_z(movement1 * 0.4 + twitch * 0.2 * mirror);
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next.chest.orientation =
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Quaternion::rotation_x(movement1abs * -0.2) * Quaternion::rotation_z(0.0);
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next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8);
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next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8);
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next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2);
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next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.2);
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next.tail.orientation =
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Quaternion::rotation_x(movement1abs * 0.5) * Quaternion::rotation_z(movement1 * -0.4);
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next
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}
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}
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