use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct StunnedAnimation;
impl Animation for StunnedAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_stunned\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_stunned")]
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, movement2, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Recover) => {
(1.0, anim_time.powf(3.0), ((1.0 - anim_time) * 7.0).sin())
},
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement2;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1 = movement1base * mirror * pullback;
let movement1abs = movement1base * pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.55)
* Quaternion::rotation_y(movement1 * 0.35)
* Quaternion::rotation_z(movement1 * 0.15 + twitch * 0.3 * mirror);
next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.4)
* Quaternion::rotation_y(movement1 * 0.0)
* Quaternion::rotation_z(movement1 * 0.10 + movement1 * -0.15);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.tail.orientation = Quaternion::rotation_z(movement1 * 0.5);
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_y(0.0) * Quaternion::rotation_z(movement1 * 0.15);
next.torso_back.orientation =
Quaternion::rotation_y(movement1 * 0.18) * Quaternion::rotation_z(movement1 * -0.4);
next.ears.orientation = Quaternion::rotation_x(twitch * 0.1 * mirror);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_y(0.0);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.orientation = Quaternion::rotation_y(0.0);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation = Quaternion::rotation_y(movement1 * -0.3);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.orientation = Quaternion::rotation_y(movement1 * -0.3);
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * 0.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * 0.2);
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
}
}