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