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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2021-07-18 00:31:13 +00:00
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use core::f32::consts::PI;
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2021-05-10 07:24:58 +00:00
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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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_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shoot")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(stage_section, _global_time, _timer, look_dir): Self::Dependency<'a>,
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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, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
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Some(StageSection::Shoot) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (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(-0.2) * Quaternion::rotation_z(move1 * -0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
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next.lower_torso.orientation =
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Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
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next.shoulder_l.orientation =
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
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2021-07-18 00:31:13 +00:00
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + PI / 2.0))
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2021-07-17 22:04:59 +00:00
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* Quaternion::rotation_y(move1 * 0.0);
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2021-05-10 07:24:58 +00:00
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next.hand_l.orientation =
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Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
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next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
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* Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
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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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