use super::{super::Animation, ArthropodSkeleton, SkeletonAttr}; //use std::{f32::consts::PI, ops::Mul}; use super::super::vek::*; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct DashAnimation; impl Animation for DashAnimation { type Dependency<'a> = (f32, f32, Option, f32); type Skeleton = ArthropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"arthropod_dash\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_dash")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_velocity, _global_time, stage_section, _timer): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (movement1base, chargemovementbase, movement2base, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powi(4), 0.0, 0.0, 0.0), Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0), Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(6), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let movement1abs = movement1base * pullback; let movement2abs = movement2base * pullback; let shortalt = (anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback; next.chest.scale = Vec3::one(); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_l.orientation = Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7); next.mandible_r.orientation = Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7); next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_fl.orientation = Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6) * Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1) * Quaternion::rotation_z(movement1abs * -0.2); next.wing_fr.orientation = Quaternion::rotation_x(movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6) * Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1) * Quaternion::rotation_z(movement1abs * 0.2); next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2); next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2); next.wing_bl.orientation = Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6) * Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.1); next.wing_br.orientation = Quaternion::rotation_x(movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6) * Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.1); next } }