use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use common::{states::utils::StageSection, util::Dir}; pub struct SummonAnimation; type SummonAnimationDependency = (f32, Option, f32, Dir, bool); impl Animation for SummonAnimation { type Dependency<'a> = SummonAnimationDependency; type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_summon\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_summon")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (global_time, stage_section, timer, look_dir, on_ground): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1base, movement2base, movement3, twitch) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time), Some(StageSection::Recover) => (1.0, 1.0, anim_time.min(1.0).powi(2), 1.0), _ => (0.0, 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 twitch2 = mirror * (twitch * 20.0).sin() * pullback; let movement1abs = movement1base * pullback; let movement2abs = movement2base * pullback; let wave_slow_cos = (anim_time * 4.5).cos(); next.head.scale = Vec3::one() * 0.98; next.neck.scale = Vec3::one() * 1.02; next.leg_l.scale = Vec3::one() * 0.98; next.leg_r.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 1.02; next.foot_r.scale = Vec3::one() * 1.02; next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1, ); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(movement1abs * -1.0 - movement2abs * 0.1 + look_dir.z * 0.4); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1); if on_ground { next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5); next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.1 - movement2abs * 0.1); next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_l.orientation = Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4) * Quaternion::rotation_y(-1.0 + movement1abs * 1.6 - movement2abs * 1.8) * Quaternion::rotation_z(0.2 - movement1abs * 1.8 + movement2abs * 0.4); next.wing_in_r.orientation = Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4) * Quaternion::rotation_y(1.0 - movement1abs * 1.6 + movement2abs * 1.8) * Quaternion::rotation_z(-0.2 + movement1abs * 1.8 - movement2abs * 0.4); next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1 - movement2abs * 0.4) * Quaternion::rotation_z(0.7); next.wing_mid_r.orientation = Quaternion::rotation_y(0.1 + movement2abs * 0.4) * Quaternion::rotation_z(-0.7); next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_l.orientation = Quaternion::rotation_y(-0.2 - movement2abs * 0.4) * Quaternion::rotation_z(0.2); next.wing_out_r.orientation = Quaternion::rotation_y(0.2 + movement2abs * 0.4) * Quaternion::rotation_z(-0.2); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02); } else { } next } }