use super::{
super::{vek::*, Animation},
BirdLargeSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
pub struct BreatheAnimation;
type BreatheAnimationDependency<'a> = (
Vec3<f32>,
f32,
Vec3<f32>,
Vec3<f32>,
Option<StageSection>,
f32,
Dir,
bool,
Option<&'a str>,
);
impl Animation for BreatheAnimation {
type Dependency<'a> = BreatheAnimationDependency<'a>;
type Skeleton = BirdLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"bird_large_breathe\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_breathe")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
velocity,
global_time,
_orientation,
_last_ori,
stage_section,
timer,
look_dir,
on_ground,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let wave_slow_cos = (anim_time * 4.5).cos();
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation =
Quaternion::rotation_x(movement1abs * 0.8 - movement2abs * 0.5 + twitch2 * -0.02);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5 + look_dir.z * 0.4);
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
if on_ground {
next.chest.orientation =
Quaternion::rotation_x(movement1abs * 0.2 - movement2abs * 0.5 + twitch2 * 0.03);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement2abs * -3.0);
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_l.orientation =
Quaternion::rotation_y(
-1.0 + movement1abs * 0.8 - movement2abs * 0.4 + twitch2 * 0.03,
) * Quaternion::rotation_z(0.2 - movement1abs * 0.8 + movement2abs * 0.4);
next.wing_in_r.orientation =
Quaternion::rotation_y(
1.0 - movement1abs * 0.8 + movement2abs * 0.4 + twitch2 * -0.03,
) * Quaternion::rotation_z(-0.2 + movement1abs * 0.8 - movement2abs * 0.4);
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_l.orientation =
Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
next.wing_mid_r.orientation =
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_l.orientation =
Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
next.wing_out_r.orientation =
Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation =
Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.1);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation =
Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * -0.2);
} else {
match ability_id {
Some("common.abilities.custom.birdlargefire.heat_laser") => {
next.chest.orientation = Quaternion::rotation_x(
movement1abs * 0.2 - movement2abs * 0.5 + twitch2 * 0.03,
);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement2abs * -3.0);
next.neck.orientation = Quaternion::rotation_x(
movement1abs * -0.4
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
);
next.head.orientation = Quaternion::rotation_x(
movement1abs * 0.5
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
+ look_dir.z * 0.4,
);
},
_ => {
next.neck.orientation = Quaternion::rotation_x(
movement1abs * -0.4
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
);
next.head.orientation = Quaternion::rotation_x(
movement1abs * 0.5
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
+ look_dir.z * 0.4,
);
},
};
}
next
}
}