use super::{
super::{vek::*, Animation},
QuadrupedSmallSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency<'a> = (f32, StageSection, f32);
type Skeleton = QuadrupedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(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, movement3) = match stage_section {
StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
StageSection::Action => (1.0, anim_time.powi(4), 0.0),
StageSection::Recover => (1.0, 1.0, anim_time),
_ => (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 movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.7 + movement2abs * 2.0)
* Quaternion::rotation_y(movement1 * -0.6 + movement2 * 1.2);
next.chest.orientation = Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.6);
next.tail.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.0)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
next
}
}