use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use common::{states::utils::StageSection, util::Dir}; pub struct BeamAnimation; impl Animation for BeamAnimation { type Dependency<'a> = (Option, f32, f32, Dir); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_beam\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (stage_section, _global_time, _timer, look_dir): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (move1base, move1iso, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, 0.0, 1.0, 0.0), Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.head.orientation = Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0)); next.head.position = Vec3::new( 0.0, s_a.head.0, s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0), ); next.upper_torso.orientation = Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0); next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5); next.shoulder_l.position = Vec3::new( -s_a.shoulder.0, s_a.shoulder.1 + move1 * 2.0, s_a.shoulder.2 + move1 * -2.0, ); next.shoulder_r.position = Vec3::new( s_a.shoulder.0, s_a.shoulder.1 + move1 * 2.0, s_a.shoulder.2 + move1 * -2.0, ); next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1); next.hand_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1); next.torso.position = Vec3::new(0.0, 0.0, 0.0); next } }