use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct LeapMeleeAnimation;
impl Animation for LeapMeleeAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_leapmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_leapmelee")]
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, movement3base, movement4) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 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) => (0.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement4;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let movement3abs = movement3base * pullback;
let twitch1 = (movement1base * 10.0).sin() * (1.0 - movement2base);
let twitch3 = (movement3base * 5.0).sin() * mirror;
let twitch1abs = twitch1 * mirror;
next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2 + movement3abs * -0.7)
* Quaternion::rotation_y(twitch1abs * 0.3 + twitch3 * 0.7);
next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement1abs * -0.2)
* Quaternion::rotation_y(twitch1abs * 0.1);
next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.4 + twitch1 * 0.2);
next.tail.orientation = Quaternion::rotation_z(twitch1abs * 1.0);
next.torso_front.position = Vec3::new(
0.0,
s_a.torso_front.0 + movement1abs * -4.0,
s_a.torso_front.1,
);
next.torso_front.orientation =
Quaternion::rotation_x(movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3)
* Quaternion::rotation_y(twitch1abs * -0.1);
next.torso_back.orientation =
Quaternion::rotation_x(movement1abs * -0.45) * Quaternion::rotation_y(twitch1abs * 0.1);
next.ears.orientation = Quaternion::rotation_x(twitch1 * 0.1);
next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
* Quaternion::rotation_y(twitch1abs * 0.1);
next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
* Quaternion::rotation_y(twitch1abs * 0.1);
next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
next.leg_br.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * -0.9);
next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * -0.9);
next.foot_bl.orientation = Quaternion::rotation_x(movement1abs * -1.1);
next.foot_br.orientation = Quaternion::rotation_x(movement1abs * -1.1);
next
}
}