use super::{ super::{vek::*, Animation}, BipedSmallSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct AlphaAnimation; type AlphaAnimationDependency = ( Option, Vec3, Vec3, Vec3, f32, Vec3, f32, Option, f32, ); impl Animation for AlphaAnimation { type Dependency<'a> = AlphaAnimationDependency; type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( active_tool_kind, velocity, _orientation, _last_ori, global_time, _avg_vel, _acc_vel, stage_section, timer, ): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let fast = (anim_time * 10.0).sin(); let fastalt = (anim_time * 10.0 + PI / 2.0).sin(); let speednorm = speed / 9.4; let speednormcancel = 1.0 - speednorm; let anim_time = anim_time.min(1.0); let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let move1 = move1base * pullback * mirror; let move2 = move2base * pullback * mirror; let move1abs = move1base * pullback; let move2abs = move2base * pullback; match active_tool_kind { Some(ToolKind::Spear) => { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3) * Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6) * Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0; next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3) * Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6); next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1); next.pants.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * -0.3) * Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.2); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0); next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0); next.control.position = Vec3::new( -3.0 + move1abs * -3.0 + move2abs * 5.0, s_a.grip.2 + move1abs * -12.0 + move2abs * 17.0, -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move2abs * 5.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 1.5 + move1abs * -1.5 + move2abs * 2.5) * Quaternion::rotation_y(-0.3); next.control_r.orientation = Quaternion::rotation_x( PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -1.5 + move2abs * 2.5, ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2); next.control.orientation = Quaternion::rotation_x(-1.35 + move1abs * -0.3 + move2abs * 0.5) * Quaternion::rotation_z(move1abs * 1.0 + move2abs * -1.0) * Quaternion::rotation_y(move2abs * 0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel) * Quaternion::rotation_z(fast * 0.15 * speednormcancel); }, Some(ToolKind::Natural) => { next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0, s_a.hand.2 + move1abs * 1.5, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0, s_a.hand.2 + move1abs * 1.5, ); next.hand_l.orientation = Quaternion::rotation_x(1.7 + move1 * 1.3 + move2 * -2.4) * Quaternion::rotation_y(-0.3 + move1abs * -0.35 + move2abs * 0.6); next.hand_r.orientation = Quaternion::rotation_x(1.7 - move1 * 1.3 + move2 * 2.4) * Quaternion::rotation_y(0.3 + move1abs * -0.35 + move2abs * 0.6); next.head.orientation = Quaternion::rotation_x(move1abs * 0.1 + move2abs * -0.2) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.4); }, _ => {}, } next } }