use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32, Dir, Option<&'a str>);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(stage_section, _global_time, _timer, look_dir, ability_id): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move1iso, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 0.0, 1.0, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
match ability_id {
Some("common.abilities.custom.mogwai.breathe") => {
next.jaw.orientation = Quaternion::rotation_x(-0.3 * move1);
},
_ => {
next.head.orientation =
Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0));
next.head.position = Vec3::new(
0.0,
s_a.head.0,
s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0),
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0);
next.lower_torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1 + move1 * 2.0,
s_a.shoulder.2 + move1 * -2.0,
);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1 + move1 * 2.0,
s_a.shoulder.2 + move1 * -2.0,
);
next.hand_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1);
next.hand_r.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
},
}
next
}
}