use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, velocity, _global_time, stage_section): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let twitch1 = (movement1 * 18.0).sin();
match ability_id {
Some("common.abilities.custom.dwarves.snaretongue.bombs") => {
next.head_c_upper.position =
Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 - movement1 * 2.0);
next.head_c_upper.orientation =
Quaternion::rotation_x((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_c_lower.position =
Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 - movement1 * 0.5);
next.head_c_lower.orientation = Quaternion::rotation_x(
(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.2) * (0.5 - movement3),
);
next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement3 * 0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.0 + movement1 * 0.1);
next.tail_front.scale = Vec3::one() * 0.1;
next.tail_rear.scale = Vec3::one() * 0.1;
next.foot_fl.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_fr.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_bl.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_br.orientation = Quaternion::rotation_x(movement1 * -0.2);
if velocity < 0.5 {
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
};
},
Some("common.abilities.custom.dagon.dagonbombs") => {
next.head_c_upper.position =
Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 - movement1 * 2.0);
next.head_c_upper.orientation =
Quaternion::rotation_x((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_c_lower.position =
Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 - movement1 * 0.5);
next.head_c_lower.orientation = Quaternion::rotation_x(
(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.2) * (0.5 - movement3),
);
next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement3 * 0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.0 + movement1 * 0.1);
next.tail_front.position =
Vec3::new(0.0, s_a.tail_front.0 + movement1 * 1.5, s_a.tail_front.1);
next.tail_front.orientation =
Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
next.tail_rear.position =
Vec3::new(0.0, s_a.tail_rear.0 + movement1 * 1.5, s_a.tail_rear.1);
next.tail_rear.orientation =
Quaternion::rotation_x(movement1 * -0.4 + movement2 * 0.3);
next.foot_fl.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_fr.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_bl.orientation = Quaternion::rotation_x(movement1 * -0.2);
next.foot_br.orientation = Quaternion::rotation_x(movement1 * -0.2);
if velocity < 0.5 {
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
};
},
_ => {
next.head_c_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
next.head_c_upper.orientation =
Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_c_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
next.head_c_lower.orientation = Quaternion::rotation_x(
(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
);
next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.5);
next.head_l_upper.position = Vec3::new(
-s_a.side_head_upper.0,
s_a.side_head_upper.1,
s_a.side_head_upper.2,
);
next.head_l_upper.orientation =
Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_l_lower.position = Vec3::new(
-s_a.side_head_lower.0,
s_a.side_head_lower.1,
s_a.side_head_lower.2,
);
next.head_l_lower.orientation = Quaternion::rotation_x(
(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
);
next.jaw_l.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_l.orientation = Quaternion::rotation_x(movement1 * -0.5);
next.head_r_upper.position = Vec3::new(
s_a.side_head_upper.0,
s_a.side_head_upper.1,
s_a.side_head_upper.2,
);
next.head_r_upper.orientation =
Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_r_lower.position = Vec3::new(
s_a.side_head_lower.0,
s_a.side_head_lower.1,
s_a.side_head_lower.2,
);
next.head_r_lower.orientation = Quaternion::rotation_x(
(twitch1 * 0.05 + movement1 * 0.3 + movement2 * 0.6) * (1.0 - movement3),
);
next.jaw_r.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_r.orientation = Quaternion::rotation_x(movement1 * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.0);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(movement1 * 0.15);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
if velocity < 0.5 {
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
};
},
}
next
}
}