use super::{ super::{vek::*, Animation}, QuadrupedMediumSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency<'a> = (f32, f32, Option, f32); type Skeleton = QuadrupedMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_medium_beta\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_beta")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (velocity, global_time, stage_section, timer): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = (Vec2::::from(velocity).magnitude()).min(24.0); let (movement1base, movement2base, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time.sqrt(), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (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 movement1 = movement1base * mirror * pullback; let movement1abs = movement1base * pullback; let movement2 = movement2base * mirror * pullback; let movement2abs = movement2base * pullback; let twitch1 = (movement1 * 10.0).sin() * pullback; let twitch2 = (movement2abs * -8.0).sin(); let twitchmovement = twitch1 + twitch2; next.head.orientation = Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.1) * Quaternion::rotation_y(movement1 * -0.35 + movement2 * 0.25) * Quaternion::rotation_z(movement1 * -0.25 + movement2 * 0.5); next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * -0.2) * Quaternion::rotation_y(movement1 * 0.0) * Quaternion::rotation_z(movement1 * -0.10 + movement1 * 0.15); next.jaw.orientation = Quaternion::rotation_x(movement1abs * -0.5 + twitch2 * -0.4); next.tail.orientation = Quaternion::rotation_z( movement1 * 0.5 + movement2 * -0.8 + twitchmovement * 0.2 * mirror, ); next.torso_front.position = Vec3::new( 0.0, s_a.torso_front.0 + movement1abs * -4.0, s_a.torso_front.1, ) * s_a.scaler / 11.0; next.torso_front.orientation = Quaternion::rotation_y(movement1 * -0.25 * movement2 * 0.25) * Quaternion::rotation_z(movement1 * 0.35 + movement2 * -0.45); next.torso_back.orientation = Quaternion::rotation_y(movement1 * 0.25 + movement1 * -0.25) * Quaternion::rotation_z(movement1 * -0.4 + movement2 * 0.65); next.ears.orientation = Quaternion::rotation_x(twitchmovement * 0.2); if speed < 0.5 { next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * -0.6) * Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3) * Quaternion::rotation_z(movement1 * -0.35 + movement2 * 0.45); next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 0.8 + movement2abs * -0.6) * Quaternion::rotation_y(movement1 * -0.3 + movement2 * 0.3) * Quaternion::rotation_z(movement1 * -0.35 + movement2 * 0.45); next.leg_bl.orientation = Quaternion::rotation_x(movement1 * 0.1 + movement2 * -0.3); next.leg_br.orientation = Quaternion::rotation_x(movement1 * -0.1 + movement2 * 0.3); next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.6); next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.6); next.foot_bl.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.3); next.foot_br.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.3); }; next } }