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108 lines
5.0 KiB
Rust
108 lines
5.0 KiB
Rust
use std::f32::consts::PI;
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use super::{
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super::{vek::*, Animation},
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ArthropodSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct SummonAnimation;
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impl Animation for SummonAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_summon")]
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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 (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 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 movement1abs = movement1 * pullback;
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let movement2abs = movement2 * pullback;
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let movement3abs = movement3 * pullback;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0 + movement1abs * 3.0,
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s_a.head.1 + movement1abs * -3.0,
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);
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next.head.orientation =
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Quaternion::rotation_x(movement1abs * 1.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_y(
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mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
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)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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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 + movement1abs * 7.0 + movement2abs * -2.0,
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);
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next.chest.orientation = Quaternion::rotation_x(movement1abs * -1.0 + movement2abs * 0.2);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(
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movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
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);
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next.mandible_r.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(
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movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
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);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
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* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * -0.2);
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next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
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* Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.2);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcl.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
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* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2);
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next.leg_fcr.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
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* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.2);
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcl.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
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next.leg_bcr.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
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* Quaternion::rotation_z(movement1abs * 0.8);
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next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
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* Quaternion::rotation_z(movement1abs * -0.8);
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next
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}
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}
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