2021-05-10 07:24:58 +00:00
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::{states::utils::StageSection, util::Dir};
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pub struct BeamAnimation;
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impl Animation for BeamAnimation {
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type Dependency<'a> = (Option<StageSection>, f32, f32, Dir);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_beam\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")]
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2022-11-28 13:46:35 +00:00
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fn update_skeleton_inner(
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2021-05-10 07:24:58 +00:00
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skeleton: &Self::Skeleton,
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2022-11-28 13:46:35 +00:00
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(stage_section, _global_time, _timer, look_dir): Self::Dependency<'_>,
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2021-05-10 07:24:58 +00:00
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anim_time: f32,
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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 (move1base, move1iso, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0),
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2021-07-01 19:44:24 +00:00
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Some(StageSection::Action) => (1.0, 0.0, 1.0, 0.0),
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2021-05-10 07:24:58 +00:00
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Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.head.orientation = Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0));
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0,
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s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0),
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);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0);
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next.lower_torso.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1 + move1 * 2.0,
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s_a.shoulder.2 + move1 * -2.0,
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);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1 + move1 * 2.0,
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s_a.shoulder.2 + move1 * -2.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1);
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next.hand_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next
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}
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}
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