use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency = (Option, f32, f32); type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_alpha")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (stage_section, _global_time, _timer): Self::Dependency, 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.powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), _ => (0.0, 0.0, 0.0), }; let wave_slow_cos = (anim_time * 4.5).cos(); let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.head.scale = Vec3::one() * 0.98; next.neck.scale = Vec3::one() * 1.02; next.beak.scale = Vec3::one() * 0.98; next.leg_l.scale = Vec3::one() / 8.0 * 0.98; next.leg_r.scale = Vec3::one() / 8.0 * 0.98; next.foot_l.scale = Vec3::one() * 1.02; next.foot_r.scale = Vec3::one() * 1.02; next.chest.scale = Vec3::one() * s_a.scaler / 8.0; next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler / 8.0; next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02); 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(-move1 * 0.2); 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(0.0); 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(-1.0 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2); next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2); 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) * Quaternion::rotation_z(0.2); next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2); next } }