use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct DashAnimation; impl Animation for DashAnimation { type Dependency = ( Option, Option, f64, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_dash\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_dash")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1, movement2, movement3, movement4) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Charge) => (1.0, anim_time as f32, 0.0, 0.0), Some(StageSection::Swing) => (1.0, 1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.1, 1.0, 1.0, (anim_time as f32).powi(4)), _ => (0.0, 0.0, 0.0, 0.0), }; fn slow(x: f32) -> f32 { (((5.0) / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin()) } fn short(x: f32) -> f32 { (((5.0) / (1.5 + 3.5 * ((x * 5.0).sin()).powi(2))).sqrt()) * ((x * 5.0).sin()) } fn foothoril(x: f32) -> f32 { (x * 5.0 + PI * 1.45).sin() } fn foothorir(x: f32) -> f32 { (x * 5.0 + PI * (0.45)).sin() } fn footvertl(x: f32) -> f32 { (x * 5.0).sin() } fn footvertr(x: f32) -> f32 { (x * 5.0 + PI).sin() } fn footrotl(x: f32) -> f32 { (((1.0) / (0.05 + (0.95) * ((x * 5.0 + PI * 1.4).sin()).powi(2))).sqrt()) * ((x * 5.0 + PI * 1.4).sin()) } fn footrotr(x: f32) -> f32 { (((1.0) / (0.05 + (0.95) * ((x * 5.0 + PI * 0.4).sin()).powi(2))).sqrt()) * ((x * 5.0 + PI * 0.4).sin()) } fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() } next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); match active_tool_kind { Some(ToolKind::Sword) => { 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.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.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new( s_a.sc.0 + (movement1 * -5.0 + movement3 * -2.0) * (1.0 - movement4), s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4), s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4), ); next.control.orientation = Quaternion::rotation_x( s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4), ) * Quaternion::rotation_y( s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4), ); next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0); next.head.orientation = Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3) * (1.0 - movement4) * Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6) * (1.0 - movement4); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4), ); next.chest.orientation = Quaternion::rotation_x( (movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4), ) * Quaternion::rotation_y( (movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4), ) * Quaternion::rotation_z( (movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4), ); next.shorts.orientation = Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4)); next.belt.orientation = Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4)); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + movement1 * -12.0 + foothoril(movement2) * -7.5, s_a.foot.2 + ((footvertl(movement2) * -4.0).max(-1.0)), ); next.foot_l.orientation = Quaternion::rotation_x(movement1 * -1.0 + footrotl(movement2) * -0.6); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir(movement2) * -7.5, s_a.foot.2 + ((footvertr(movement2) * -4.0).max(-1.0)), ); next.foot_r.orientation = Quaternion::rotation_x(-0.6 + footrotr(movement2) * -0.6) * Quaternion::rotation_z(-0.2); }, _ => {}, } next.lantern.orientation = Quaternion::rotation_x(slow(anim_time as f32) * -0.7 + 0.4) * Quaternion::rotation_y(slow(anim_time as f32) * 0.4); next } }