2020-09-28 00:17:41 +00:00
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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2020-10-25 19:28:38 +00:00
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use common::{comp::item::ToolKind, states::utils::StageSection};
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2020-09-28 00:17:41 +00:00
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use std::f32::consts::PI;
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pub struct DashAnimation;
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impl Animation for DashAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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2021-02-14 07:04:29 +00:00
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Vec3<f32>,
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2020-09-28 00:17:41 +00:00
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f64,
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Option<StageSection>,
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2021-02-14 07:04:29 +00:00
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f32,
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2020-09-28 00:17:41 +00:00
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);
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_dash\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_dash")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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2021-02-20 20:38:27 +00:00
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(_active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency,
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2020-09-28 00:17:41 +00:00
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anim_time: f64,
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rate: &mut f32,
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2020-10-20 23:05:52 +00:00
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s_a: &SkeletonAttr,
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2020-09-28 00:17:41 +00:00
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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2021-02-14 07:04:29 +00:00
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let lab = 0.65 * s_a.tempo;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let speednorm = (speed / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab as f32 + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab as f32 + PI * (0.45)).sin() * speednorm;
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let footrotl =
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(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 1.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab as f32 + PI * 1.4).sin());
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let footrotr =
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(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab as f32 + PI * 0.4).sin());
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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let (move1base, move2base, move3base, move4) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, ((anim_time as f32).powf(4.0)).min(1.0), 0.0, 0.0),
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2020-10-20 22:44:46 +00:00
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Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, (anim_time as f32).powf(4.0)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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2021-02-14 07:04:29 +00:00
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let pullback = 1.0 - move4;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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let move3 = move3base * pullback;
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(0.6 * speednorm + (footrotr * -0.2) * speednorm);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(0.6 * speednorm + (footrotl * -0.2) * speednorm);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
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next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
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next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
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* Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
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next.control.position = Vec3::new(
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-3.0 + move1 * -2.0 + move2 * 2.0,
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5.0 + s_a.grip / 1.2 + move1 * -4.0 + move2 * 2.0 + move3 * 8.0,
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-4.0 + -s_a.grip / 2.0 + move2 * -5.0 + move3 * 5.0,
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);
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next.upper_torso.orientation = Quaternion::rotation_x(move2 * -0.2 + move3 * 0.2)
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* Quaternion::rotation_z(move1 * 0.8 + move3 * -0.7);
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next.lower_torso.orientation = Quaternion::rotation_x(move2 * 0.2 + move3 * -0.2)
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* Quaternion::rotation_z(move1 * -0.8 + move3 * 0.7);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5)
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* Quaternion::rotation_y(-0.2);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5)
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* Quaternion::rotation_y(0.2)
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* Quaternion::rotation_z(0.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -1.5 + move3 * -0.2)
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* Quaternion::rotation_y(-0.1 + move1 * -0.5 + move2 * 1.5 + move3 * -1.0)
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* Quaternion::rotation_z(-move3 * -1.5);
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2020-09-28 00:17:41 +00:00
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next
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}
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2020-10-20 23:05:52 +00:00
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}
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