use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency<'a> = (Option, f32, f32, Vec3, Vec3, bool); type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_alpha")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (stage_section, global_time, timer, orientation, last_ori, on_ground): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); 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 wave_slow_cos = (anim_time * 4.5).cos(); 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; let move1mirror = move1base * pullback * mirror; let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + move2 * -6.0, ); next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.4) * Quaternion::rotation_z(move1 * tilt * 1.5) * Quaternion::rotation_y(move1mirror * 0.3); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1 * -0.2 - move2 * 0.2) * Quaternion::rotation_y(move1mirror * 0.5); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 + move1 * -0.5 + move2 * 0.5); if on_ground { 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(-move1 * 0.2); 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(0.0); 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_y(-1.0 + wave_slow_cos * 0.06 + move1 * 1.0 + move2 * 0.5) * Quaternion::rotation_z(0.2); next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06 + move1 * -1.0 + move2 * -0.5) * Quaternion::rotation_z(-0.2); 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 + move1 * -0.5) * Quaternion::rotation_z(0.7 + move1 * -0.7); next.wing_mid_r.orientation = Quaternion::rotation_y(0.1 + move1 * 0.5) * Quaternion::rotation_z(-0.7 + move1 * 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 + move1 * -0.3) * Quaternion::rotation_z(0.2); next.wing_out_r.orientation = Quaternion::rotation_y(0.2 + move1 * 0.3) * Quaternion::rotation_z(-0.2); } else { } next } }