use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shockwave")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (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 twitch3 = (mirror * movement3 * 9.0).sin();
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
next.jaw_c.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
* Quaternion::rotation_z(twitch3 * 0.2);
next.head_l_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
next.head_l_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
next.jaw_l.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
* Quaternion::rotation_z(twitch3 * 0.2);
next.head_r_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
next.head_r_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
next.jaw_r.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
* Quaternion::rotation_z(twitch3 * 0.2);
next.chest.orientation = Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
if s_a.tongue_for_tail {
next.tail_front.scale = Vec3::one() * 0.1;
next.tail_rear.scale = Vec3::one() * 0.1;
} else {
next.tail_front.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
* twitch3
* 0.8;
next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
* twitch3
* 0.8;
}
next
}
}