use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::states::utils::{AbilityInfo, StageSection}; use core::f32::consts::{PI, TAU}; pub struct SelfBuffAnimation; impl Animation for SelfBuffAnimation { type Dependency<'a> = (Option<&'a str>, Option, Option); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_self_buff\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_self_buff")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_id, stage_section, _ability_info): Self::Dependency<'_>, 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); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); match ability_id { Some("common.abilities.sword.heavy_fortitude") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0); next.chest.orientation = Quaternion::rotation_z(move1 * -0.4); next.head.orientation = Quaternion::rotation_z(move1 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3); next.belt.orientation = Quaternion::rotation_z(move1 * 0.1); next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6); next.control.orientation.rotate_z(move1 * 0.4); next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0); next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0); next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0); next.shorts.orientation.rotate_x(move2 * 0.2); next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0); }, Some("common.abilities.sword.defensive_stalwart_sword") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move2 * -0.5); next.foot_r.position += Vec3::new(move1 * 1.0, move1 * -2.0, 0.0); next.foot_r.orientation.rotate_z(move1 * -0.9); next.chest.orientation = Quaternion::rotation_z(move1 * -0.5); next.head.orientation = Quaternion::rotation_z(move1 * 0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1); next.control.orientation.rotate_x(move1 * 0.4); next.control.orientation.rotate_z(move1 * 0.5); next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0); next.control.position += Vec3::new(move2 * 8.0, 0.0, move2 * -1.0); next.control.orientation.rotate_x(move2 * -0.6); next.chest.position += Vec3::new(0.0, 0.0, move2 * -2.0); next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0); next.shorts.position += Vec3::new(0.0, 0.0, move2 * 1.0); next.shorts.orientation.rotate_x(move2 * 0.2); next.control.orientation.rotate_z(move2 * 0.4); }, Some("common.abilities.sword.agile_dancing_edge") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.head.orientation = Quaternion::rotation_x(move1 * 0.3); next.head.position += Vec3::new(0.0, 0.0, move1 * -1.0); next.control.position += Vec3::new(move1 * 8.0, move1 * 5.0, 0.0); next.head.orientation.rotate_x(move2 * 0.2); next.head.position += Vec3::new(0.0, 0.0, move2 * -1.0); next.control.position += Vec3::new(0.0, move2 * -2.0, move2 * 12.0); next.control.orientation.rotate_x(move2 * 1.1); }, Some("common.abilities.sword.cleaving_blade_fever") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0); next.chest.orientation = Quaternion::rotation_z(move1 * -0.4); next.head.orientation = Quaternion::rotation_z(move1 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3); next.belt.orientation = Quaternion::rotation_z(move1 * 0.1); next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6); next.control.orientation.rotate_z(move1 * 0.4); next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0); next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0); next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0); next.shorts.orientation.rotate_x(move2 * 0.2); next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0); }, Some("common.abilities.axe.berserk") => { 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), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); next.control.orientation.rotate_z(move1 * -2.0); next.control.orientation.rotate_x(move1 * 3.5); next.control.position += Vec3::new(move1 * 14.0, move1 * -6.0, move1 * 15.0); next.head.orientation.rotate_x(move2 * 0.6); next.chest.orientation.rotate_x(move2 * 0.4); }, Some("common.abilities.axe.savage_sense") => { 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), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); next.chest.orientation = Quaternion::rotation_z(move1 * 0.6); next.head.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1); next.foot_r.position += Vec3::new(0.0, move1 * 4.0, move1 * 4.0); next.foot_r.orientation.rotate_x(move1 * 1.2); next.foot_r.position += Vec3::new(0.0, move2 * 4.0, move2 * -4.0); next.foot_r.orientation.rotate_x(move2 * -1.2); }, Some("common.abilities.axe.adrenaline_rush") => { 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), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5 - move1 * PI); next.control.orientation.rotate_z(move1 * -1.8); next.control.orientation.rotate_y(move1 * 1.5); next.control.position += Vec3::new(move1 * 11.0, 0.0, 0.0); next.control.orientation.rotate_y(move2 * 0.7); next.control.orientation.rotate_z(move2 * 1.6); next.control.position += Vec3::new(move2 * -8.0, 0.0, move2 * -3.0); }, Some("common.abilities.axe.bloodfeast") => { 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), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); next.control.orientation.rotate_z(move1 * -3.4); next.control.orientation.rotate_x(move1 * 1.1); next.control.position += Vec3::new(move1 * 14.0, move1 * -3.0, 0.0); next.control.orientation.rotate_x(move2 * 1.7); next.control.orientation.rotate_z(move2 * -1.3); next.control.orientation.rotate_y(move2 * 0.8); }, Some("common.abilities.axe.furor") => { 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), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5 - move1 * PI); next.control.orientation.rotate_x(move1 * -1.0); next.control.position += Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 14.0); next.control.orientation.rotate_z(move1 * 1.5); next.control.orientation.rotate_y(move2 * -1.0); next.control.orientation.rotate_z(move2 * -1.6); next.control.orientation.rotate_y(move2 * 0.7); next.control.orientation.rotate_x(move2 * -0.5); next.control.position += Vec3::new(move2 * 9.0, move2 * -3.0, move2 * -14.0); }, Some("common.abilities.axe.sunder") => { let (move1_raw, move2_raw, 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), }; let pullback = 1.0 - move3; let move1 = move1_raw * pullback; let move2 = move2_raw * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); next.control.orientation.rotate_z(move1 * -1.5); next.control.position += Vec3::new(move1 * 12.0, 0.0, move1 * 5.0); next.control.orientation.rotate_y(move1 * 0.5); next.main.position += Vec3::new(0.0, move1 * 10.0, 0.0); next.main.orientation.rotate_z(move1_raw * TAU); next.second.position += Vec3::new(0.0, move1 * 10.0, 0.0); next.second.orientation.rotate_z(move1_raw * -TAU); next.main.orientation.rotate_z(move2_raw * TAU); next.main.position += Vec3::new(0.0, move2 * -10.0, 0.0); next.second.orientation.rotate_z(move2_raw * -TAU); next.second.position += Vec3::new(0.0, move2 * -10.0, 0.0); next.control.position += Vec3::new(0.0, 0.0, move2 * -5.0); }, Some("common.abilities.axe.defiance") => { let (move1, tension, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time, 0.0, 0.0), Some(StageSection::Action) => (1.0, (anim_time * 20.0).sin(), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); next.control.orientation.rotate_z(move1 * -1.6); next.control.orientation.rotate_x(move1 * 1.7); next.control.position += Vec3::new(move1 * 12.0, move1 * -10.0, move1 * 18.0); next.head.orientation.rotate_x(move1 * 0.6); next.head.position += Vec3::new(0.0, 0.0, move1 * -3.0); next.control.orientation.rotate_z(move1 * 0.4); next.head.orientation.rotate_x(tension * 0.3); next.control.position += Vec3::new(0.0, 0.0, tension * 2.0); }, _ => {}, } next } }