use super::{ super::{vek::*, Animation}, BipedSmallSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; use std::f32::consts::PI; pub struct DashAnimation; type DashAnimationDependency = ( Vec3, Vec3, Vec3, f32, Vec3, f32, Option, f32, ); impl Animation for DashAnimation { type Dependency = DashAnimationDependency; type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_dash\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_dash")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( velocity, _orientation, _last_ori, _global_time, _avg_vel, _acc_vel, stage_section, _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(); let fast = (anim_time * 10.0).sin(); let fastalt = (anim_time * 10.0 + PI / 2.0).sin(); let speednorm = speed / 9.4; let speednormcancel = 1.0 - speednorm; let (move1base, move2base, move3, move4) = match stage_section { Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0), Some(StageSection::Charge) => (1.0, anim_time.powi(4), 0.0, 0.0), Some(StageSection::Swing) => (1.0, 1.0, anim_time.powi(4), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move4; let move1abs = move1base * pullback; let move2abs = move2base * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1abs * 0.6) * Quaternion::rotation_z(move1abs * -0.0) * Quaternion::rotation_y(move1abs * 0.3); next.chest.orientation = Quaternion::rotation_x(move1abs * -0.8); next.pants.orientation = Quaternion::rotation_x(move1abs * -0.2); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0); next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0); next.control.position = Vec3::new( -3.0, s_a.grip.2 + move1abs * -5.0, -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7) * Quaternion::rotation_y(-0.3); next.control_r.orientation = Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2); next.control.orientation = Quaternion::rotation_x(-1.35 + move1abs * 0.6) * Quaternion::rotation_z(move1abs * 0.2) * Quaternion::rotation_y(move2abs * 0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel) * Quaternion::rotation_z(fast * 0.15 * speednormcancel); next } }