use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct CollectAnimation; impl Animation for CollectAnimation { type Dependency<'a> = (Vec3, f32, Option, Vec3); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_collect\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_collect")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (position, _global_time, stage_section, sprite_pos): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1, move2, move2alt, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Action) => ( 1.0, (anim_time * 12.0).sin(), (anim_time * 9.0 + PI / 2.0).sin(), 0.0, ), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0, 0.0), }; let z_diff = (sprite_pos.z - position.z).round(); let z_diff = if z_diff > 0.0 { z_diff / 9.0 } else { 0.0 }; let squat = (1.0 - z_diff).powf(4.0); let pullback = 1.0 - move3; let move1 = movement1 * pullback * squat; let move1_nosquat = movement1 * pullback; let upshift = if squat < 0.35 { move1_nosquat * 0.3 } else { 0.0 }; next.head.orientation = Quaternion::rotation_x(move1_nosquat * 0.2 + upshift * 1.3); next.chest.position = Vec3::new( 0.0, s_a.chest.0 + upshift * 3.0, s_a.chest.1 + move2 * 0.15 + upshift * 3.0, ); next.chest.orientation = Quaternion::rotation_x(move1 * -1.0 + move2alt * 0.015); next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1 + move1 * -0.0); next.belt.orientation = Quaternion::rotation_x(move1 * 0.2); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * -0.0); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3); next.hand_l.position = Vec3::new( -s_a.hand.0 + move1_nosquat * 4.0 - move2alt * 1.0, s_a.hand.1 + move1_nosquat * 8.0 + move2 * 1.0 + upshift * -5.0, s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0, ); next.hand_l.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0) * Quaternion::rotation_y(move1_nosquat * -0.3 + move2alt * -0.2); next.hand_r.position = Vec3::new( s_a.hand.0 + move1_nosquat * -4.0 - move2 * 1.0, s_a.hand.1 + move1_nosquat * 8.0 + move2alt * -1.0 + upshift * -5.0, s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0, ); next.hand_r.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0) * Quaternion::rotation_y(move1_nosquat * 0.3 + move2 * 0.3); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move1 * 2.0 + upshift * -3.5, s_a.foot.2 + upshift * 2.0, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2 + upshift * -2.2); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move1 * -4.0 + upshift * -0.5, s_a.foot.2 + upshift * 2.0, ); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8 + upshift * -1.2); next } }