use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use common::{states::utils::StageSection, util::Dir}; use core::f32::consts::PI; pub struct ShootAnimation; impl Animation for ShootAnimation { type Dependency<'a> = (Option, f32, f32, Dir); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shoot")] 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, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0), Some(StageSection::Action) => (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 pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5); next.upper_torso.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5); next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0); next.shoulder_l.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + PI / 2.0)) * Quaternion::rotation_y(move1 * 0.0); next.hand_l.orientation = Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3); next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3) * Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6); next.torso.position = Vec3::new(0.0, 0.0, 0.0); next } }