use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use std::f32::consts::PI; pub struct BeamAnimation; impl Animation for BeamAnimation { type Dependency<'a> = ( Option, (Option, Option), f32, f32, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_beam\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_beam")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_info, hands, _global_time, velocity, stage_section): Self::Dependency<'_>, anim_time: f32, 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, 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; 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.sthl.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(-4.0, 7.0, 4.0); next.control.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.15) * Quaternion::rotation_z(0.0); match ability_info.and_then(|a| a.tool) { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.control.position = Vec3::new( s_a.stc.0 + (move1 * 16.0) * (1.0 - move3), s_a.stc.1 + (move1 + (move2 * 8.0).sin() * 2.0) * (1.0 - move3), s_a.stc.2 + (move1 * 10.0) * (1.0 - move3), ); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + (move1 * -1.2) * (1.0 - move3)) * Quaternion::rotation_y( s_a.stc.4 + (move1 * -1.4 + (move2 * 16.0).sin() * 0.07) * (1.0 - move3), ) * Quaternion::rotation_z( (move1 * -1.7 + (move2 * 8.0 + PI / 4.0).sin() * 0.3) * (1.0 - move3), ); next.head.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new( 0.0 + (move1 * -1.0 + (move2 * 8.0).sin() * 3.5) * (1.0 - move3), 0.0 + (move1 * -5.0 + (move2 * 8.0).sin() * -2.0 + (move2 * 16.0).sin() * -1.5) * (1.0 - move3), -4.0 + (move1 * 19.0 + (move2 * 8.0 + PI / 2.0).sin() * 3.5) * (1.0 - move3), ); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthr.3 + (move1 * -0.3) * (1.0 - move3)) * Quaternion::rotation_y( (move1 * -1.1 + (move2 * 8.0 + PI / 2.0).sin() * -0.3) * (1.0 - move3), ) * Quaternion::rotation_z((move1 * -2.8) * (1.0 - move3)); if velocity < 0.5 { next.head.orientation = Quaternion::rotation_z(move1 * -0.5 + (move2 * 16.0).sin() * 0.05); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_z(move1 * 0.5); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * 4.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_z(move1 * 0.5); next.chest.orientation = Quaternion::rotation_x(move1 * -0.2 + (move2 * 8.0).sin() * 0.05) * Quaternion::rotation_z(move1 * 0.5); next.belt.orientation = Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.1); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move1 * -0.2); }; }, _ => {}, } if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }