use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
pub struct SpriteSummonAnimation;
type SpriteSummonAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for SpriteSummonAnimation {
type Dependency<'a> = SpriteSummonAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_spritesummon\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_spritesummon")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
stage_section,
timer,
): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let anim_time = anim_time.min(1.0);
let (move1base, twitch, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let twitch = twitch * pullback;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Natural) => {
next.head.orientation =
Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
next.main.position = Vec3::new(0.0, 10.0 + 5.0 * move1abs, 4.0 + 4.0 * move1abs);
},
_ => {},
}
next
}
}