use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use core::f32::consts::PI; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency<'a> = (Option, f32, f32, Option<&'a str>); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (stage_section, global_time, timer, ability_id): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); match ability_id { Some( "common.abilities.custom.stonegolemfist.spin" | "common.abilities.custom.woodgolem.spin" | "common.abilities.custom.coralgolem.spin", ) => { let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI) * Quaternion::rotation_x(-0.2); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0); next.upper_torso.orientation = Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1); next.lower_torso.orientation = Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02; next.leg_l.orientation = Quaternion::rotation_x(0.0); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02; next.leg_r.orientation = Quaternion::rotation_x(0.0); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0); next.foot_l.orientation = Quaternion::rotation_x(0.0); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0); next.foot_r.orientation = Quaternion::rotation_x(0.0); next.torso.position = Vec3::new(0.0, 0.0, 0.0); next.torso.orientation = Quaternion::rotation_z(0.0); }, _ => { let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let move1 = move1base * pullback; let move2 = move2base * pullback; if mirror > 0.0 { next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6) * Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2); next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2) * Quaternion::rotation_x(move1 * 0.6); next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4); next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8); next.hand_r.orientation = Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4); } else { next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6) * Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2); next.lower_torso.orientation = Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2) * Quaternion::rotation_x(move1 * 0.6); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4); next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6); next.hand_l.orientation = Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4); next.hand_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8); }; next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6); }, } next } }