2021-04-25 01:45:58 +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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use common::{
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comp::item::tool::{AbilitySpec, ToolKind},
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states::utils::StageSection,
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};
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2021-07-18 00:31:13 +00:00
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use core::f32::consts::PI;
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2021-04-25 01:45:58 +00:00
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pub struct SelfBuffAnimation;
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impl Animation for SelfBuffAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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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_selfbuff\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_selfbuff")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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(active_tool_kind, active_tool_spec),
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_second_tool,
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velocity,
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_global_time,
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stage_section,
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acc_vel,
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): Self::Dependency<'a>,
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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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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let lab: f32 = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab + PI * 0.4).sin());
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let (move1base, movement3, tensionbase, tension2base) = match stage_section {
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Some(StageSection::Buildup) => (
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(anim_time.powf(0.25)).min(1.0),
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0.0,
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(anim_time * 10.0).sin(),
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0.0,
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),
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Some(StageSection::Cast) => {
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(1.0, 0.0, (anim_time * 30.0).sin(), (anim_time * 12.0).sin())
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},
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Some(StageSection::Recover) => (1.0, anim_time.powi(4), 1.0, 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let move1 = move1base * pullback;
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let tension = tensionbase * pullback;
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let tension2 = tension2base * pullback;
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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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(move1 * 0.8 + 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(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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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.0);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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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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2021-05-04 15:27:17 +00:00
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// TODO: Remove clippy allow when second species is added
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2021-04-25 01:45:58 +00:00
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#[allow(clippy::single_match)]
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match active_tool_kind {
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Some(ToolKind::Natural) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Minotaur" => {
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * -0.1 + tension2 * 0.05);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * 0.1 + tension2 * -0.05);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.8 + tension2 * -0.1)
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* Quaternion::rotation_y(tension2 * -0.1);
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
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next.weapon_l.position = Vec3::new(
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-12.0 + move1 * -15.0,
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-6.0 + move1 * 13.0,
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-18.0 + move1 * 16.0 + tension2 * 3.0,
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);
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next.weapon_r.position = Vec3::new(
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12.0 + move1 * 1.0,
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-6.0 + move1 * 7.0 + tension * 0.3,
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-18.0 + move1 * -2.0,
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);
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2021-06-09 02:13:18 +00:00
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next.second.scale = Vec3::one() * 1.0;
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2021-04-25 01:45:58 +00:00
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next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 1.9)
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* Quaternion::rotation_y(move1 * 0.25 + tension2 * 0.06)
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* Quaternion::rotation_z(move1 * 1.3);
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next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.8)
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* Quaternion::rotation_y(move1 * -0.85 + tension * 0.12)
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* Quaternion::rotation_z(move1 * 0.7);
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2021-07-18 00:31:13 +00:00
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 2.0 + move1 * 0.1)
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* Quaternion::rotation_y(0.0);
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next.control_r.orientation =
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Quaternion::rotation_x(PI / 2.0 + move1 * 0.1)
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* Quaternion::rotation_y(0.0);
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2021-04-25 01:45:58 +00:00
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next.control.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 2.2 + tension2 * 0.17)
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* Quaternion::rotation_y(move1 * 0.95);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 0.1)
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* Quaternion::rotation_y(move1 * -0.35);
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},
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_ => {},
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}
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}
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},
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_ => {},
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}
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next
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}
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}
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