use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct CollectAnimation; impl Animation for CollectAnimation { #[allow(clippy::type_complexity)] 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")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (position, _global_time, stage_section, sprite_pos): Self::Dependency<'a>, 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 pullback = 1.0 - move3; let move1 = movement1 * pullback; println!("{} pos z", position.z); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1 * 0.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move2 * 0.15); 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 * 4.0 - move2alt * 1.0, s_a.hand.1 + move1 * 8.0 + move2 * 1.0, s_a.hand.2 + move1 * 5.0, ); next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.9) * Quaternion::rotation_y(move1 * -0.3 + move2alt * -0.2); next.hand_r.position = Vec3::new( s_a.hand.0 + move1 * -4.0 - move2 * 1.0, s_a.hand.1 + move1 * 8.0 + move2alt * -1.0, s_a.hand.2 + move1 * 5.0, ); next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.9) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.3); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -4.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next } }