use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{ comp::item::{ToolKind, UniqueKind}, states::utils::StageSection, }; use std::f32::consts::PI; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency = ( Option, Option, Vec3, f64, Option, f32, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_beta\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let lab = 0.65 * s_a.tempo; let speednorm = (speed / 12.0).powf(0.4); let foothoril = (acc_vel * lab as f32 + PI * 1.45).sin() * speednorm; let foothorir = (acc_vel * lab as f32 + PI * (0.45)).sin() * speednorm; let footrotl = (((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 1.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab as f32 + PI * 1.4).sin()); let footrotr = (((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 0.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab as f32 + PI * 0.4).sin()); let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.shoulder_l.position = Vec3::new( -s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothorir * 1.0, ); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm); next.shoulder_r.position = Vec3::new( s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothoril * 1.0, ); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm); next.torso.orientation = Quaternion::rotation_z(0.0); 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(0.0, 0.0, s_a.grip); next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); match active_tool_kind { Some(ToolKind::SwordSimple) => { next.control_l.position = Vec3::new(-1.0, 1.0, 1.0); next.control_r.position = Vec3::new(0.0, 2.0, -3.0); next.head.orientation = Quaternion::rotation_x(move1 * -0.25) * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6); next.control.position = Vec3::new( -3.0 + move1 * -4.0 + move2 * 5.0, 5.0 + s_a.grip / 1.2 + move1 * -4.0 + move2 * 8.0, -4.0 + -s_a.grip / 2.0 + move2 * -5.0, ); next.upper_torso.orientation = Quaternion::rotation_z(move1base * 0.5 + move2 * -0.7); next.lower_torso.orientation = Quaternion::rotation_z(move1base * -0.5 + move2 * 0.7); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5) * Quaternion::rotation_y(-0.2); next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5) * Quaternion::rotation_y(0.2) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -1.5) * Quaternion::rotation_y(-0.1 + move1 * -0.5 + move2 * 1.0); }, Some(ToolKind::HammerSimple) => { next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0); next.control_r.position = Vec3::new(1.0, 2.0, -2.0); next.control.position = Vec3::new( 4.0 + move1 * -12.0 + move2 * 20.0, (s_a.grip / 1.0) + move1 * -3.0 + move2 * 5.0, (-s_a.grip / 0.8) + move1 * 6.0 + move2 * 8.0, ); next.head.orientation = Quaternion::rotation_x(move1 * -0.25) * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6); next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.6 + move2 * -1.5); next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.6 + move2 * 1.5); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8) * Quaternion::rotation_y(-0.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.5 + move2 * -0.3) * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0) * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8); }, Some(ToolKind::Unique(UniqueKind::WendigoMagic)) => { next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4); next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4); next.control_l.position = Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5); next.control_r.position = Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5); next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(-0.15) * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6); next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(0.15) * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6); next.head.orientation = Quaternion::rotation_x(move1 * 0.3); }, Some(ToolKind::Unique(UniqueKind::TidalClaws)) => { next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4); next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4); next.shoulder_l.orientation = Quaternion::rotation_x( move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm, ); next.shoulder_r.orientation = Quaternion::rotation_x( move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm, ); next.control_l.position = Vec3::new(-14.0 + move2 * 9.0, 12.0 + move1 * 6.0, -12.0 + move1 * 9.0); next.control_r.position = Vec3::new(14.0 + move2 * -9.0, 12.0 + move1 * 6.0, -12.0 + move1 * 9.0); next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(-0.15) * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6); next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(0.15) * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6); next.head.orientation = Quaternion::rotation_x(move1 * 0.3); }, _ => {}, } next } }