use super::{ super::{vek::*, Animation}, BirdMediumSkeleton, SkeletonAttr, }; use common::{states::utils::StageSection, util::Dir}; pub struct ShootAnimation; type ShootAnimationDependency = (Vec3, f32, Option, f32, Dir, bool); impl Animation for ShootAnimation { type Dependency<'a> = ShootAnimationDependency; type Skeleton = BirdMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_medium_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_shoot")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (velocity, global_time, stage_section, timer, look_dir, on_ground): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (movement1base, movement3, twitch) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Recover) => (1.0, anim_time.powf(0.25), anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let twitch2 = mirror * (twitch * 20.0).sin() * pullback; let movement1abs = movement1base * pullback; let movement1mirror = movement1abs * mirror; let wave_slow_cos = (anim_time * 4.5).cos(); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1, ); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(movement1abs * 0.5 + look_dir.z * 0.4 + twitch2) * Quaternion::rotation_y(movement1mirror * 0.5); if on_ground { next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1 + movement1abs * -3.0, ); next.chest.orientation = Quaternion::rotation_x(movement1abs * 0.1); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(-movement1abs * 0.1 + twitch2 * 0.02); next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.5); next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.5); } if velocity.xy().magnitude() < 1.0 { next.wing_in_l.orientation = Quaternion::rotation_y(-1.0 + movement1abs * 0.8) * Quaternion::rotation_z(0.2 - movement1abs * 0.8); next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - movement1abs * 0.8) * Quaternion::rotation_z(-0.2 + movement1abs * 0.8); }; next } }