use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use core::f32::consts::PI; pub struct ChargeswingAnimation; type ChargeswingAnimationDependency<'a> = ( (Option, Option), Option<&'a str>, Option, Option, ); impl Animation for ChargeswingAnimation { type Dependency<'a> = ChargeswingAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_chargeswing\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (hands, ability_id, stage_section, ability_info): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); match ability_id { Some("common.abilities.sword.balanced_thrust") => { let (move1, move2, move3, tension) = match stage_section { Some(StageSection::Charge) => ( anim_time.powf(0.25).min(1.0), 0.0, 0.0, (anim_time * 20.0).sin() - 0.5, ), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0), _ => (0.0, 0.0, 0.0, 0.0), }; next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0) * Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3); next.chest.orientation = Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2); next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3); next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4); }, _ => { let lab: f32 = 1.0; let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); // end spin stuff let (move1base, move2base, movement3, tension, test) = match stage_section { Some(StageSection::Charge) => ( (anim_time.powf(0.25)).min(1.0), 0.0, 0.0, (anim_time * 18.0 * lab).sin(), 0.0, ), Some(StageSection::Action) => { (1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4)) }, Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0), _ => (0.0, 0.0, 0.0, 0.0, 0.0), }; if matches!( stage_section, Some(StageSection::Charge | StageSection::Action | StageSection::Recover) ) { next.main_weapon_trail = true; next.off_weapon_trail = true; } let pullback = 1.0 - movement3; let move1 = move1base * pullback; let move2 = move2base * pullback; let slowrise = test * pullback; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.chest.orientation = Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5)); next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0)); next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5)); next.head.position = Vec3::new( 0.0 + (move1 * -1.0 + move2 * 2.0), s_a.head.0 + (move1 * 1.0), s_a.head.1, ); next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); } match hands { #[allow(clippy::single_match)] (Some(Hands::Two), _) | (None, Some(Hands::Two)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0)); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new( s_a.hc.0 + (move1 * -2.0 + move2 * -8.0), s_a.hc.1 + (move1 * 2.0 + move2 * 6.0), s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0), ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0)) * Quaternion::rotation_y( s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0), ) * Quaternion::rotation_z( s_a.hc.5 + (move1 * 0.2 + move2 * -1.0), ); }, _ => {}, } }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.control_l.position = Vec3::new( -7.0 + move1 * 4.0, 8.0 + move1 * 2.0 + move2 * 4.0, 2.0 + move1 * -1.0 + slowrise * 20.0, ); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0) * Quaternion::rotation_y( tension * 0.07 + move1 * -1.2 + slowrise * 0.5, ) * Quaternion::rotation_z(move2 * 1.0); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.control_r.position = Vec3::new( 7.0 + move1 * 1.0 + move2 * -20.0, 8.0 + move1 * 1.0 + move2 * 4.0, 2.0 + move1 * -3.0 + slowrise * 20.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0) * Quaternion::rotation_y( tension * -0.07 + move1 * -2.0 + slowrise * 1.5, ) * Quaternion::rotation_z(move2 * 1.0); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, } }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5) }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5) }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } }, } next } }