use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use core::f32::consts::PI; pub struct SpinMeleeAnimation; type SpinMeleeAnimationDependency = ( (Option, Option), Vec3, f32, Option, Option, ); impl Animation for SpinMeleeAnimation { type Dependency<'a> = SpinMeleeAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_spinmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")] 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 (movement1, movement2, movement3) = 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.powf(2.0)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let move1 = movement1 * pullback; let move2 = movement2 * pullback; 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_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0); next.chest.position = Vec3::new( 0.0, s_a.chest.0 + move1 * -2.0, s_a.chest.1 + move1 * -2.0 + move2 * 2.0, ); next.chest.orientation = Quaternion::rotation_x(move1 * -0.3); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8); next.belt.orientation = Quaternion::rotation_x(move1 * 0.5); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0); next.belt.orientation = Quaternion::rotation_x(0.15); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0); }, Some(ToolKind::Axe) => { next.head.orientation = Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4); next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0); next.chest.orientation = Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3); next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5); next.belt.orientation = Quaternion::rotation_x(0.15); next.shorts.position = Vec3::new( 0.0, 1.0 + s_a.shorts.0 + move1 * 1.0, s_a.shorts.1 + move1 * 1.0, ); next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1); next.torso.orientation = Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5); }, _ => {}, } match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info .and_then(|a| a.tool) { Some(ToolKind::Sword) => { 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(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, s_a.sc.1 + move1 * 4.0, s_a.sc.2 + move1 * 2.0 + move2 * 10.0, ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5) * Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0); }, Some(ToolKind::Axe) => { 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(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 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0); next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4) * Quaternion::rotation_y(s_a.ac.4 + move1 * -PI) * Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4); }, _ => {}, }, (_, _) => {}, }; match hands { (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_l.position = Vec3::new(-7.0, 8.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5) * Quaternion::rotation_z(move1 * PI / 2.0); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, Some(ToolKind::Axe) => { next.control_l.position = Vec3::new(-7.0, 8.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3) * Quaternion::rotation_z(move1 * -PI / 2.0); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2) * Quaternion::rotation_y(move1 * 0.8) * Quaternion::rotation_z(move1 * PI / 2.0); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, Some(ToolKind::Axe) => { next.control_r.position = Vec3::new(7.0, 8.0, 2.0); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6) * Quaternion::rotation_z(move1 * -PI / 2.0); 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 } }