2020-11-15 19:54:58 +00:00
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use super::{
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super::{vek::*, Animation},
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QuadrupedMediumSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct LeapMeleeAnimation;
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impl Animation for LeapMeleeAnimation {
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type Dependency = (f32, f64, Option<StageSection>, f64);
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type Skeleton = QuadrupedMediumSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_medium_leapmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_leapmelee")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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//let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
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2020-11-19 08:04:36 +00:00
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let (movement1base, movement2base, movement3base, movement4) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Movement) => (1.0, anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
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2020-11-25 00:28:24 +00:00
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Some(StageSection::Recover) => (0.0, 1.0, 1.0, (anim_time as f32).powi(4)),
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2020-11-19 08:04:36 +00:00
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_ => (0.0, 0.0, 0.0, 0.0),
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2020-11-15 19:54:58 +00:00
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};
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2020-11-19 08:04:36 +00:00
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let pullback = 1.0 - movement4;
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2020-11-15 19:54:58 +00:00
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum() as f32;
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let movement1abs = movement1base * pullback;
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let movement2abs = movement2base * pullback;
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2020-11-19 08:04:36 +00:00
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let movement3abs = movement3base * pullback;
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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let twitch1 = (movement1base * 10.0).sin() * (1.0 - movement2base);
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let twitch3 = (movement3base * 5.0).sin() * mirror;
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let twitch1abs = twitch1 * mirror;
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2 + movement3abs * -0.7)
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* Quaternion::rotation_y(twitch1abs * 0.3 + twitch3 * 0.7);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement1abs * -0.2)
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* Quaternion::rotation_y(twitch1abs * 0.1);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.4 + twitch1 * 0.2);
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next.tail.orientation = Quaternion::rotation_z(twitch1abs * 1.0);
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2020-11-15 19:54:58 +00:00
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next.torso_front.position = Vec3::new(
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0.0,
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s_a.torso_front.0 + movement1abs * -4.0,
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s_a.torso_front.1,
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) * s_a.scaler
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/ 11.0;
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2020-11-19 08:04:36 +00:00
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next.torso_front.orientation =
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Quaternion::rotation_x(movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3)
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* Quaternion::rotation_y(twitch1abs * -0.1);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.torso_back.orientation =
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Quaternion::rotation_x(movement1abs * -0.45) * Quaternion::rotation_y(twitch1abs * 0.1);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.ears.orientation = Quaternion::rotation_x(twitch1 * 0.1);
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next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
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* Quaternion::rotation_y(twitch1abs * 0.1);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * 0.4)
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* Quaternion::rotation_y(twitch1abs * 0.1);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
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2020-11-15 19:54:58 +00:00
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2020-11-19 08:04:36 +00:00
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next.leg_br.orientation = Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
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2020-11-15 19:54:58 +00:00
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next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * -0.9);
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next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * -0.9);
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next.foot_bl.orientation = Quaternion::rotation_x(movement1abs * -1.1);
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next.foot_br.orientation = Quaternion::rotation_x(movement1abs * -1.1);
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next
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}
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}
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