use super::{ super::{vek::*, Animation}, SkeletonAttr, TheropodSkeleton, }; use common::states::utils::StageSection; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency<'a> = (f32, f32, Option, f32); type Skeleton = TheropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"theropod_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_alpha")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_velocity, global_time, stage_section, timer): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, _s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (movement1base, movement2base, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let movement1 = mirror * movement1base * pullback; let movement2 = mirror * movement2base * pullback; let movement1abs = movement1base * pullback; let movement2abs = movement2base * pullback; next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2) * Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.2); next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.1); next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5); next.chest_front.orientation = Quaternion::rotation_x(movement1abs * -0.2); next.chest_back.orientation = Quaternion::rotation_x(movement1abs * 0.2); next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.1); next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.1); next.foot_l.orientation = Quaternion::rotation_x(movement1abs * -0.3); next.foot_r.orientation = Quaternion::rotation_x(movement1abs * -0.3); next.tail_front.orientation = Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3) * Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2); next.tail_back.orientation = Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3) * Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2); next } }