use super::{ super::{vek::*, Animation}, ArthropodSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct StunnedAnimation; impl Animation for StunnedAnimation { type Dependency<'a> = (f32, f32, Option, f32); type Skeleton = ArthropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"arthropod_stunned\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_stunned")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_velocity, global_time, stage_section, timer): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (_movement1base, movement2, twitch) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.1), 0.0, anim_time), Some(StageSection::Recover) => (1.0, anim_time.powf(4.0), 1.0), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement2; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let twitch1 = mirror * (twitch * 20.0).cos() * pullback; let twitch2 = mirror * (twitch * 20.0).sin() * pullback; next.chest.scale = Vec3::one() / s_a.scaler; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(twitch2 * 0.6); 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.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_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.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0) * Quaternion::rotation_x(twitch1 * 0.8 + 0.4); next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0) * Quaternion::rotation_x(-twitch1 * 0.8 - 0.4); next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcl.orientation = Quaternion::rotation_z(s_a.leg_ori.1) * Quaternion::rotation_y(twitch2 * 0.8 + 0.4); next.leg_fcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1) * Quaternion::rotation_y(-twitch2 * 0.8 - 0.4); next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2); next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2); next.leg_bcl.orientation = Quaternion::rotation_z(s_a.leg_ori.2) * Quaternion::rotation_y(twitch1 * 0.8 + 0.4); next.leg_bcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.2) * Quaternion::rotation_y(-twitch1 * 0.8 - 0.4); next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_bl.orientation = Quaternion::rotation_z(s_a.leg_ori.3) * Quaternion::rotation_y(twitch2 * 0.8 + 0.4); next.leg_br.orientation = Quaternion::rotation_z(-s_a.leg_ori.3) * Quaternion::rotation_y(-twitch2 * 0.8 - 0.4); next } }