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87 lines
3.8 KiB
Rust
87 lines
3.8 KiB
Rust
use super::{
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super::{vek::*, Animation},
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ArthropodSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct StunnedAnimation;
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impl Animation for StunnedAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_stunned\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_stunned")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (_movement1base, movement2, twitch) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.1), 0.0, anim_time),
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Some(StageSection::Recover) => (1.0, anim_time.powf(4.0), 1.0),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement2;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch1 = mirror * (twitch * 20.0).cos() * pullback;
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let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(twitch2 * 0.6);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.0) * Quaternion::rotation_x(twitch1 * 0.8 + 0.4);
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next.leg_fr.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.0) * Quaternion::rotation_x(-twitch1 * 0.8 - 0.4);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.1) * Quaternion::rotation_y(twitch2 * 0.8 + 0.4);
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next.leg_fcr.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.1) * Quaternion::rotation_y(-twitch2 * 0.8 - 0.4);
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.2) * Quaternion::rotation_y(twitch1 * 0.8 + 0.4);
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next.leg_bcr.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.2) * Quaternion::rotation_y(-twitch1 * 0.8 - 0.4);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_bl.orientation =
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Quaternion::rotation_z(s_a.leg_ori.3) * Quaternion::rotation_y(twitch2 * 0.8 + 0.4);
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next.leg_br.orientation =
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Quaternion::rotation_z(-s_a.leg_ori.3) * Quaternion::rotation_y(-twitch2 * 0.8 - 0.4);
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next
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}
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}
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