use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use core::f32::consts::PI; pub struct BetaAnimation; type BetaAnimationDependency = ( (Option, Option), f32, f32, Option, Option, ); impl Animation for BetaAnimation { type Dependency<'a> = BetaAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_beta\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'a>, 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.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.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); let pullback = 1.0 - move3; if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) { next.chest.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y((-0.1) * pullback) * Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * pullback); next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5); } #[allow(clippy::single_match)] match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info .and_then(|a| a.tool) { Some(ToolKind::Sword) => { 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.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new( s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback, s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback, s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback), ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback) * Quaternion::rotation_y( s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * pullback, ) * Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * PI / 2.0) * pullback); }, _ => {}, }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_l.position = Vec3::new(-12.0, 8.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-3.7 + move1 * -0.75 + move2 * 1.0) * Quaternion::rotation_z(3.69); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0); next.control_r.orientation = Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-2.3 + move1 * -2.3 + move2 * 1.0) * Quaternion::rotation_z(3.69); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, } }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5) }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5) }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }