veloren/voxygen/anim/src/arthropod/shoot.rs

82 lines
3.7 KiB
Rust

use super::{
super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(_velocity, _global_time, stage_section, _timer): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1, movement2, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, (anim_time * 30.0).sin()),
Some(StageSection::Recover) => (1.0, anim_time, 1.0),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement2;
let movement1abs = movement1 * pullback;
next.chest.scale = Vec3::one() / s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(movement1abs * 0.35 + twitch * -0.02)
* Quaternion::rotation_y(0.0);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
* Quaternion::rotation_y(movement1abs * 0.5)
* Quaternion::rotation_z(movement1abs * 0.5);
next.mandible_r.orientation = Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
* Quaternion::rotation_y(movement1abs * -0.5)
* Quaternion::rotation_z(movement1abs * -0.5);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4)
* Quaternion::rotation_x(movement1abs * 1.0);
next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4)
* Quaternion::rotation_x(movement1abs * 1.0);
next.leg_fcl.orientation = Quaternion::rotation_z(s_a.leg_ori.1 + movement1abs * 0.2)
* Quaternion::rotation_y(movement1abs * 0.5);
next.leg_fcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1 + movement1abs * -0.2)
* Quaternion::rotation_y(movement1abs * -0.5);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next
}
}