use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct ShockwaveAnimation; impl Animation for ShockwaveAnimation { type Dependency<'a> = (Option, f32, f32); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_shockwave\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shockwave")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (stage_section, velocity, _global_time): Self::Dependency<'a>, 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, 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = Quaternion::rotation_z(move1 * -PI); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move2 * -5.0); next.upper_torso.orientation = Quaternion::rotation_z(move1 * -PI); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + move2 * 2.0); next.lower_torso.orientation = Quaternion::rotation_z(move1 * PI); next.shoulder_l.position = Vec3::new( -s_a.shoulder.0 - 2.0, s_a.shoulder.1, s_a.shoulder.2 + move2 * -1.0, ); next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2); next.shoulder_r.position = Vec3::new( s_a.shoulder.0 + 2.0, s_a.shoulder.1, s_a.shoulder.2 + move2 * -1.0, ); next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2); next.hand_l.orientation = Quaternion::rotation_y(move1 * -1.0 + move2 * 1.2); next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.2); if velocity < 0.5 { next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02; next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + move2 * 2.0) * 1.02; next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + move2); } else { } next } }