use super::{
super::{
util::{elastic, out_and_in},
vek::*,
Animation,
},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::{comp::body::parts::HeadState, states::utils::StageSection};
use core::f32::consts::PI;
pub struct LeapShockAnimation;
impl Animation for LeapShockAnimation {
type Dependency<'a> = (
Option<&'a str>,
Vec3<f32>,
f32,
Option<StageSection>,
[HeadState; 3],
);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_leapshockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_leapshockwave")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, _velocity, _global_time, stage_section, heads): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (buildup, movement, action, recover) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (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),
};
match ability_id {
Some("common.abilities.custom.rocksnapper.leapshockwave") => {
let elastic_recover = elastic(recover);
next.head_c_upper.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.head_c_upper.position = Vec3::new(
0.0,
s_a.head_upper.0 + (-1.0 * movement + elastic_recover) * 10.0,
s_a.head_upper.1,
);
next.head_c_lower.scale = Vec3::one()
* (1.0 - movement + elastic_recover)
* heads[1].is_attached() as i32 as f32;
next.head_c_lower.position = Vec3::new(
0.0,
s_a.head_lower.0 + (-1.0 * movement + elastic_recover) * 15.0,
s_a.head_lower.1,
);
next.tail_front.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.tail_rear.position = Vec3::new(
0.0,
s_a.tail_rear.0 + (movement - elastic_recover) * 20.0,
s_a.tail_rear.1,
);
next.tail_rear.scale = Vec3::one() * (1.0 - movement + recover);
next.foot_fl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.foot_fl.position = Vec3::new(
-s_a.feet_f.0 + (movement - elastic_recover) * 8.0,
s_a.feet_f.1 + (-1.0 * movement + elastic_recover) * 8.0,
s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
);
next.foot_fr.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.foot_fr.position = Vec3::new(
s_a.feet_f.0 - (movement - elastic_recover) * 8.0,
s_a.feet_f.1 - (movement - elastic_recover) * 8.0,
s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
);
next.foot_bl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.foot_bl.position = Vec3::new(
-s_a.feet_b.0 + (movement - elastic_recover) * 8.0,
s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
);
next.foot_br.scale = Vec3::one() * (1.0 - movement + elastic_recover);
next.foot_br.position = Vec3::new(
s_a.feet_b.0 - (movement - elastic_recover) * 8.0,
s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
);
next.chest.position = Vec3::new(
0.0,
0.0,
s_a.chest.1
+ out_and_in(buildup) * 15.0
+ ((action - 1.0).powi(2) - 1.0) * 15.0
+ elastic_recover * 15.0,
);
next.chest.orientation = Quaternion::rotation_z(4.0 * PI * movement);
},
_ => {
let (movement1base, movement2base, _movement3base, movement4) = match stage_section
{
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time.powf(0.1), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.1), 0.0),
Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement4;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
},
}
next
}
}