use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; pub struct Input { pub attack: bool, } pub struct ShockwaveAnimation; impl Animation for ShockwaveAnimation { type Dependency = ( Option, Option, f64, f32, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_shockwave\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_shockwave")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, _global_time, velocity, stage_section): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), _ => (0.0, 0.0, 0.0), }; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3) * Quaternion::rotation_y(s_a.sthl.4); next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2); next.control.orientation = Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4); let twist = move1 * 0.8; next.control.position = Vec3::new( s_a.stc.0 + (move1 * 5.0) * (1.0 - move3), s_a.stc.1 + (move1 * 5.0) * (1.0 - move3), s_a.stc.2 + (move1 * 10.0 + move2 * -10.0) * (1.0 - move3), ); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + (move1 * 0.8) * (1.0 - move3)) * Quaternion::rotation_y( s_a.stc.4 + (move1 * -0.15 + move2 * -0.15) * (1.0 - move3), ) * Quaternion::rotation_z((move1 * 0.8 + move2 * -0.8) * (1.0 - move3)); next.head.orientation = Quaternion::rotation_x((move1 * 0.4) * (1.0 - move3)) * Quaternion::rotation_z((twist * 0.2 + move2 * -0.8) * (1.0 - move3)); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + (move1 * 2.0 + move2 * -4.0) * (1.0 - move3), ); next.chest.orientation = Quaternion::rotation_x((move2 * -0.8) * (1.0 - move3)) * Quaternion::rotation_z(twist * -0.2 + move2 * -0.1 + (1.0 - move3)); next.belt.orientation = Quaternion::rotation_x((move2 * 0.2) * (1.0 - move3)) * Quaternion::rotation_z((twist * 0.6 + move2 * -0.48) * (1.0 - move3)); next.shorts.orientation = Quaternion::rotation_x((move2 * 0.3) * (1.0 - move3)) * Quaternion::rotation_z((twist + move2 * -0.8) * (1.0 - move3)); if velocity < 0.5 { next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move1 * -7.0 + move2 * 7.0, s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8) * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move1 * 5.0 + move2 * -5.0, s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3) * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4); } next } }