use std::f32::consts::PI;
use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct TailwhipAnimation;
impl Animation for TailwhipAnimation {
type Dependency<'a> = (Option<&'a str>, f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_tailwhip\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_tailwhip")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, _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 subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
match ability_id {
Some("common.abilities.custom.hydra.tail_swipe") => match stage_section {
Some(StageSection::Charge) => {
let rotate_t = mirror * anim_time * 2.0 / (1.0 + anim_time * 2.0);
let shake = (anim_time * 15.0).sin() * 0.05;
next.chest.orientation = Quaternion::rotation_z(0.2 * rotate_t + shake * 0.1);
next.tail_front.orientation = Quaternion::rotation_z(0.7 * rotate_t + shake);
next.tail_rear.orientation = Quaternion::rotation_z(0.8 * rotate_t + shake);
next.foot_fl.orientation = Quaternion::rotation_x(-0.15 * rotate_t);
next.foot_bl.orientation = Quaternion::rotation_x(-0.25 * rotate_t);
next.foot_fr.orientation = Quaternion::rotation_x(0.15 * rotate_t);
next.foot_br.orientation = Quaternion::rotation_x(0.25 * rotate_t);
},
Some(StageSection::Action) => {
let rotate_t = mirror * -anim_time * 30.0 / (4.0 + anim_time * 30.0) * PI * 2.3;
next.chest.orientation = Quaternion::rotation_z(rotate_t);
},
Some(StageSection::Recover) => {},
_ => {},
},
_ => {
let (movement1base, movement2base, movement3, twitch1, twitch2) =
match stage_section {
Some(StageSection::Charge) => {
(anim_time.min(1.2), 0.0, 0.0, (anim_time * 15.0).sin(), 0.0)
},
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0, 1.0, 0.0),
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time.powi(6), 1.0, (anim_time * 7.0).sin())
},
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement1nopull = mirror * movement1base;
let movement2nopull = mirror * movement2base;
next.head_c_upper.orientation =
Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
next.head_c_lower.orientation =
Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
next.jaw_c.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
next.head_l_upper.orientation =
Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
next.head_l_lower.orientation =
Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
next.jaw_l.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
next.head_r_upper.orientation =
Quaternion::rotation_z(movement1 * 0.6 + movement2 * -1.2);
next.head_r_lower.orientation =
Quaternion::rotation_z(movement1 * 0.7 + movement2 * -1.6);
next.jaw_r.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.1);
next.chest.orientation = Quaternion::rotation_z(
(mirror * twitch1 * 0.02 + movement1nopull * -0.4 + movement2nopull * 3.0)
+ (movement3 * 4.0 * mirror)
+ twitch2 * 0.1 * mirror,
);
next.tail_front.orientation = Quaternion::rotation_x(0.15 + (movement1abs * -0.4))
* Quaternion::rotation_z(
mirror * twitch1 * 0.15
+ movement1 * -0.6
+ movement2 * 0.9
+ twitch2 * 0.3 * mirror,
);
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(-0.12 + (movement1abs * -0.45))
* Quaternion::rotation_z(
mirror * twitch1 * 0.2
+ movement1 * -0.6
+ movement2 * 0.7
+ twitch2 * 0.3 * mirror,
);
},
}
next
}
}