use super::{
super::{
util::{bounce, elastic},
vek::*,
Animation,
},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::{comp::body::parts::HeadState, states::utils::StageSection};
use std::f32::consts::PI;
pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency<'a> = (
Option<&'a str>,
f32,
f32,
Option<StageSection>,
f32,
[HeadState; 3],
);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_dash\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_dash")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, _velocity, global_time, stage_section, timer, heads): 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.rocksnapper.dash") => {
let (buildup, charge, _action, recover) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let quick_buildup = buildup.powf(0.2);
let elastic_recover = elastic(recover);
next.head_c_upper.position = Vec3::new(
0.0,
s_a.head_upper.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
s_a.head_upper.1,
);
next.head_c_upper.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.head_c_lower.position = Vec3::new(
0.0,
s_a.head_lower.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
s_a.head_lower.1,
);
next.head_c_lower.scale = Vec3::one()
* (1.0 - buildup + elastic_recover)
* heads[1].is_attached() as i32 as f32;
next.foot_fl.position = Vec3::new(
-s_a.feet_f.0 + (quick_buildup - elastic_recover) * 8.0,
s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
);
next.foot_fl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.foot_fr.position = Vec3::new(
s_a.feet_f.0 - (quick_buildup - elastic_recover) * 8.0,
s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
);
next.foot_fr.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.foot_bl.position = Vec3::new(
-s_a.feet_b.0 + (quick_buildup - elastic_recover) * 8.0,
s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
);
next.foot_bl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.foot_br.position = Vec3::new(
s_a.feet_b.0 - (quick_buildup - elastic_recover) * 8.0,
s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
);
next.foot_br.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.tail_front.position = Vec3::new(
0.0,
s_a.tail_front.0 + (quick_buildup - elastic_recover) * 20.0,
s_a.tail_front.1,
);
next.tail_front.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
next.tail_rear.position = Vec3::new(
0.0,
s_a.tail_rear.0 + (quick_buildup - elastic_recover) * 20.0,
s_a.tail_rear.1,
);
next.tail_rear.scale = Vec3::one() * (1.0 - buildup + recover);
next.chest.position = Vec3::new(
0.0,
0.0,
s_a.chest.1 - bounce(buildup) * 5.0 + elastic(recover) * 5.0,
);
next.chest.orientation =
Quaternion::rotation_z(2.0 * PI * buildup + 4.0 * PI * charge);
},
_ => {
let (buildup, chargemovementbase, action, recover) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, 1.0, 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 - recover;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch1 = (mirror * buildup * 9.5).sin();
let twitch1fast = (mirror * buildup * 25.0).sin();
let buildup_abs = buildup * pullback;
let action_abs = action * pullback;
let short = ((1.0
/ (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
.sqrt())
* ((anim_time * 16.0_f32 + PI * 0.25).sin())
* chargemovementbase
* pullback;
let shortalt =
(anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;
next.head_c_upper.orientation =
Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
* Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
next.head_c_lower.orientation =
Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
next.jaw_c.orientation = Quaternion::rotation_x(
twitch1fast * 0.2
+ buildup_abs * -0.3
+ action_abs * 1.2
+ chargemovementbase * -0.5,
);
next.head_l_upper.orientation =
Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
* Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
next.head_l_lower.orientation =
Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
next.jaw_l.orientation = Quaternion::rotation_x(
twitch1fast * 0.2
+ buildup_abs * -0.3
+ action_abs * 1.2
+ chargemovementbase * -0.5,
);
next.head_r_upper.orientation =
Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
* Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
next.head_r_lower.orientation =
Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
next.jaw_r.orientation = Quaternion::rotation_x(
twitch1fast * 0.2
+ buildup_abs * -0.3
+ action_abs * 1.2
+ chargemovementbase * -0.5,
);
next.chest.orientation =
Quaternion::rotation_z(twitch1 * 0.06) * Quaternion::rotation_y(short * 0.06);
next.tail_front.orientation = Quaternion::rotation_x(
0.15 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
) * Quaternion::rotation_z(shortalt * 0.15);
next.tail_rear.orientation =
Quaternion::rotation_x(
-0.12 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
) * Quaternion::rotation_z(shortalt * 0.15 + twitch1fast * 0.3);
},
}
next
}
}