use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; pub struct LeapAnimation; impl Animation for LeapAnimation { type Dependency = ( Option, Option, Vec3, f32, Option, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_leapmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_leapmelee")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f32, 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, 0.0, 0.0, 0.0), Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; if let Some(ToolKind::Hammer) = active_tool_kind { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3); 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); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.control.position = Vec3::new( s_a.hc.0 + movement2 * -10.0 + movement3 * 6.0, s_a.hc.1 + movement2 * 5.0 + movement3 * 7.0, s_a.hc.2 + movement2 * 5.0 + movement3 * -10.0, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + movement2 * 1.57 + movement3 * -2.3) * Quaternion::rotation_y(s_a.hc.4 + movement2 * 1.3) * Quaternion::rotation_z(s_a.hc.5 + movement2 * -1.0 + movement3 * 0.5); next.upper_torso.orientation = Quaternion::rotation_x( movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3, ) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7); next.head.orientation = Quaternion::rotation_x(movement3 * 0.2) * Quaternion::rotation_y(0.0 + movement2 * -0.1) * Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6); //next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + movement3 * 13.0, s_a.foot.2 + movement3 * -2.0, ); next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + 8.0 + movement3 * -13.0, s_a.foot.2 + 5.0 + movement3 * -5.0, ); next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7); } next } }