use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct DashAnimation; type DashAnimationDependency<'a> = ( Vec3, Vec3, Vec3, f32, Option, f32, f32, ); impl Animation for DashAnimation { type Dependency<'a> = DashAnimationDependency<'a>; type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_dash\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_dash")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, acc_vel, stage_section, global_time, timer): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = (Vec2::::from(velocity).magnitude()).min(22.0); *rate = 1.0; let (movement1base, chargemovementbase, movement2base, movement3, legtell) = match stage_section { Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0, anim_time), Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0, 0.0), Some(StageSection::Action) => (1.0, 0.0, anim_time.powi(4), 0.0, 1.0), Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time, 1.0), _ => (0.0, 0.0, 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 movement1abs = movement1base * pullback; let movement2abs = movement2base * pullback; let legtwitch = (legtell * 6.0).sin() * pullback; let legswing = legtell * pullback; let chargeanim = (chargemovementbase * anim_time * 15.0).sin(); //let speednorm = speed / 13.0; let speednorm = (speed / 13.0).powf(0.25); let speedmult = 0.8; let lab: f32 = 0.6; //6 // acc_vel and anim_time mix to make sure phase length isn't starting at // +infinite let mixed_vel = acc_vel + anim_time * 5.0; //sets run frequency using speed, with anim_time setting a floor let short = ((1.0 / (0.72 + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2))) .sqrt()) * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()) * speednorm; // let shortalt = (mixed_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm; 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.head.scale = Vec3::one() * 0.98; next.neck.scale = Vec3::one() * 1.02; next.leg_l.scale = Vec3::one() * 0.98; next.leg_r.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 1.02; next.foot_r.scale = Vec3::one() * 1.02; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x( -0.1 * speednorm + short * -0.05 + movement1abs * -0.8 + movement2abs * 0.2, ) * Quaternion::rotation_y(tilt * 0.2) * Quaternion::rotation_z(shortalt * -0.05 - tilt * 1.5); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.orientation = Quaternion::rotation_x(short * -0.02 - 0.02 + movement1abs * -0.4 + movement2abs * 0.4); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.04) * Quaternion::rotation_y(tilt * 0.1) * Quaternion::rotation_z(shortalt * -0.1 - tilt * 0.5); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + short * 0.5 + 0.5 * speednorm, ); next.chest.orientation = Quaternion::rotation_x(short * 0.07 + movement1abs * 0.8 + movement2abs * -1.2) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(shortalt * 0.10); 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(0.6 + short * -0.02 + movement1abs * -0.8 + movement2abs * 0.8); 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(-0.2 + short * -0.1); 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( -0.8 + movement1abs * 1.0 + chargeanim * 0.2 - movement2abs * 0.6, ) * Quaternion::rotation_z(0.2 - movement1abs * 0.6 - movement2abs * 0.6); next.wing_in_r.orientation = Quaternion::rotation_y( 0.8 - movement1abs * 1.0 - chargeanim * 0.2 + movement2abs * 0.6, ) * Quaternion::rotation_z(-0.2 + movement1abs * 0.6 + movement2abs * 0.6); 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) * Quaternion::rotation_z(0.7); next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-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 + short * 0.05) * Quaternion::rotation_z(0.2); next.wing_out_r.orientation = Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2); if legtell > 0.0 { if mirror.is_sign_positive() { next.leg_l.orientation = Quaternion::rotation_x(legswing * 1.1); next.foot_l.orientation = Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5); next.leg_r.orientation = Quaternion::rotation_x(0.0); next.foot_r.orientation = Quaternion::rotation_x(0.0); } else { next.leg_l.orientation = Quaternion::rotation_x(0.0); next.foot_l.orientation = Quaternion::rotation_x(0.0); next.leg_r.orientation = Quaternion::rotation_x(legswing * 1.1); next.foot_r.orientation = Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5); } } next } }