use super::{ super::{vek::*, Animation}, QuadrupedMediumSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct StunnedAnimation; impl Animation for StunnedAnimation { type Dependency<'a> = (f32, f32, Option, f32); type Skeleton = QuadrupedMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_medium_stunned\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_stunned")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_velocity, global_time, stage_section, timer): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let (movement1base, movement2, twitch) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Recover) => { (1.0, anim_time.powf(3.0), ((1.0 - anim_time) * 7.0).sin()) }, _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement2; 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; next.head.orientation = Quaternion::rotation_x(movement1abs * -0.55) * Quaternion::rotation_y(movement1 * 0.35) * Quaternion::rotation_z(movement1 * 0.15 + twitch * 0.3 * mirror); next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.4) * Quaternion::rotation_y(movement1 * 0.0) * Quaternion::rotation_z(movement1 * 0.10 + movement1 * -0.15); next.jaw.orientation = Quaternion::rotation_x(0.0); next.tail.orientation = Quaternion::rotation_z(movement1 * 0.5); next.torso_front.position = Vec3::new( 0.0, s_a.torso_front.0 + movement1abs * -4.0, s_a.torso_front.1, ); next.torso_front.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(movement1 * 0.15); next.torso_back.orientation = Quaternion::rotation_y(movement1 * 0.18) * Quaternion::rotation_z(movement1 * -0.4); next.ears.orientation = Quaternion::rotation_x(twitch * 0.1 * mirror); next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fl.orientation = Quaternion::rotation_y(0.0); next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fr.orientation = Quaternion::rotation_y(0.0); next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_bl.orientation = Quaternion::rotation_y(movement1 * -0.3); next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_br.orientation = Quaternion::rotation_y(movement1 * -0.3); next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fl.orientation = Quaternion::rotation_x(movement1abs * 0.2); next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fr.orientation = Quaternion::rotation_x(movement1abs * 0.2); next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next } }