use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency = ( Option, Option, f32, f64, Option, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_beta\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)), _ => (0.0, 0.0, 0.0), }; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new( s_a.sc.0 + (-1.4 + movement1 * -3.0 + movement2 * -2.0) * (1.0 - movement3), s_a.sc.1 + (-1.4 + movement1 * 3.0 + movement2 * 3.0) * (1.0 - movement3), s_a.sc.2 + (10.9 + movement1 * 2.5 * (1.0 - movement3)), ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - movement3)) * Quaternion::rotation_y( s_a.sc.4 + (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3), ) * Quaternion::rotation_z(s_a.sc.5 + (1.67 + movement2 * 1.57) * (1.0 - movement3)); next.upper_torso.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y((-0.1) * (1.0 - movement3)) * Quaternion::rotation_z( (0.4 + movement1 * 1.5 + movement2 * -2.5) * (1.0 - movement3), ); next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - movement3)); next } }