use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32, Option<&'a str>);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(stage_section, global_time, timer, ability_id): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
match ability_id {
Some(
"common.abilities.custom.stonegolemfist.spin"
| "common.abilities.custom.woodgolem.spin"
| "common.abilities.custom.coralgolem.spin"
| "common.abilities.custom.irongolemfist.spin",
) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
* Quaternion::rotation_x(-0.2);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
next.upper_torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_x(movement1 * 1.2 * pullback);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_x(movement1 * -1.2 * pullback);
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(movement1 * -0.2 * pullback);
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(movement1 * 0.2 * pullback);
next.leg_l.position =
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position =
Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0);
},
_ => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback;
let move2 = move2base * pullback;
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
next.hand_l.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
next.hand_r.orientation =
Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
} else {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.hand_l.orientation =
Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
next.hand_r.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
};
next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
},
}
next
}
}