use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_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, chargemovementbase, movement2base, movement3, legtell) =
match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0, anim_time),
Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0, 0.2),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time, 0.0),
_ => (0.0, 0.0, 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 twitch1 = (mirror * movement1base * 3.5).sin();
let twitch1fast = (mirror * movement1base * 45.0).sin();
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let legswing = legtell * pullback;
let short = ((1.0 / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
.sqrt())
* ((anim_time * 16.0_f32 + PI * 0.25).sin())
* chargemovementbase
* pullback;
let shortalt = (anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.8)
* Quaternion::rotation_z(short * -0.06 + twitch1 * 0.2);
next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.5)
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.2);
next.jaw.orientation = Quaternion::rotation_x(
twitch1fast * 0.2
+ movement1abs * -0.3
+ movement2abs * 1.2
+ chargemovementbase * -0.5,
);
next.torso_front.orientation = Quaternion::rotation_z(twitch1 * 0.06)
* Quaternion::rotation_y(short * 0.06)
* Quaternion::rotation_x(legswing * 0.06);
next.tail.orientation = Quaternion::rotation_x(
0.15 + movement1abs * -0.4 + movement2abs * 0.2 + chargemovementbase * 0.2,
) * Quaternion::rotation_z(shortalt * 0.15);
next.leg_fl.orientation = Quaternion::rotation_x(legswing * 1.4);
next.foot_fl.orientation = Quaternion::rotation_x(legswing * -0.5);
next.leg_bl.orientation = Quaternion::rotation_x(legswing * 0.3);
next.foot_bl.orientation = Quaternion::rotation_x(legswing * -0.3);
next.leg_fr.orientation = Quaternion::rotation_x(legswing * 1.4);
next.foot_fr.orientation = Quaternion::rotation_x(legswing * -0.5);
next.leg_br.orientation = Quaternion::rotation_x(legswing * 0.3);
next.foot_br.orientation = Quaternion::rotation_x(legswing * -0.3);
next
}
}