use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; pub struct BoostAnimation; type BoostAnimationDependency<'a> = (); impl Animation for BoostAnimation { type Dependency<'a> = BoostAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_boost\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_boost")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, _dep: Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); next.main.position = Vec3::new(10.0, -10.0, -10.0); next.main.orientation = Quaternion::rotation_z(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); let (move1, move2, move3, tension) = ( anim_time.powf(0.25).min(1.0), 0.0, 0.0, (anim_time * 20.0).sin() - 0.5, ); let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.hand_r.orientation = Quaternion::rotation_x(std::f32::consts::PI * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0) * Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3); next.chest.orientation = Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2); next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3); next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4); next } }