2021-09-06 23:43:10 +00:00
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use super::{super::Animation, ArthropodSkeleton, SkeletonAttr};
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//use std::{f32::consts::PI, ops::Mul};
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use super::super::vek::*;
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use common::states::utils::StageSection;
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use std::f32::consts::PI;
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pub struct DashAnimation;
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impl Animation for DashAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_dash\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_dash")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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2021-09-10 00:16:34 +00:00
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(_velocity, _global_time, stage_section, _timer): Self::Dependency<'a>,
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2021-09-06 23:43:10 +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 (movement1base, chargemovementbase, movement2base, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(4), 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(6), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let movement1abs = movement1base * pullback;
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let movement2abs = movement2base * pullback;
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let shortalt = (anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback;
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next.chest.scale = Vec3::one();
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7);
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next.mandible_r.orientation =
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Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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2021-10-27 19:58:08 +00:00
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next.wing_fl.orientation =
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Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
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* Quaternion::rotation_z(movement1abs * -0.2);
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next.wing_fr.orientation =
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Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
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* Quaternion::rotation_z(movement1abs * 0.2);
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2021-09-06 23:43:10 +00:00
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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2021-10-27 19:58:08 +00:00
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next.wing_bl.orientation =
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Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.1);
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next.wing_br.orientation =
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Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.1);
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2021-09-06 23:43:10 +00:00
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next
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}
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}
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