use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct BeamAnimation; impl Animation for BeamAnimation { type Dependency = ( Option, Option, f64, f32, Option, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_beam\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beam")] #[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 (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), Some(StageSection::Cast) => (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.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 active_tool_kind { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.control.position = Vec3::new( s_a.stc.0 + (movement1 * 26.0) * (1.0 - movement3), s_a.stc.1 + (movement1 + (movement2 * 8.0).sin() * 2.0) * (1.0 - movement3), s_a.stc.2 + (movement1 * 16.0) * (1.0 - movement3), ); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + (movement1 * -0.8) * (1.0 - movement3)) * Quaternion::rotation_y( s_a.stc.4 + (movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07) * (1.0 - movement3), ) * Quaternion::rotation_z( (movement1 * -1.7 + (movement2 * 8.0 + PI / 4.0).sin() * 0.3) * (1.0 - movement3), ); next.head.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new( 0.0 + (movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5) * (1.0 - movement3), 0.0 + (movement1 * -8.0 + (movement2 * 8.0).sin() * -2.0 + (movement2 * 16.0).sin() * -1.5) * (1.0 - movement3), 0.0 + (movement1 * 19.0 + (movement2 * 8.0 + PI / 2.0).sin() * 3.5) * (1.0 - movement3), ); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthr.3 + (movement1 * -0.3) * (1.0 - movement3)) * Quaternion::rotation_y( (movement1 * -1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.3) * (1.0 - movement3), ) * Quaternion::rotation_z((movement1 * -2.8) * (1.0 - movement3)); next.shoulder_l.orientation = Quaternion::rotation_z(0.2) * Quaternion::rotation_x( (movement1 * 0.6 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3), ); next.shoulder_r.orientation = Quaternion::rotation_z(-0.2) * Quaternion::rotation_x( (movement1 * 1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3), ); if velocity < 0.5 { next.head.orientation = Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + movement1 * -3.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(movement1 * -0.5) * Quaternion::rotation_z(movement1 * 0.5); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + movement1 * 4.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_z(movement1 * 0.5); next.upper_torso.orientation = Quaternion::rotation_x(movement1 * -0.2 + (movement2 * 8.0).sin() * 0.01) * Quaternion::rotation_z(movement1 * 0.1); next.lower_torso.orientation = Quaternion::rotation_x(movement1 * 0.05) * Quaternion::rotation_z(movement1 * -0.2); } else { }; }, _ => {}, } next } }