use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{ comp::item::tool::{AbilitySpec, ToolKind}, states::utils::StageSection, }; use core::f32::consts::PI; pub struct SelfBuffAnimation; impl Animation for SelfBuffAnimation { #[allow(clippy::type_complexity)] type Dependency<'a> = ( (Option, Option<&'a AbilitySpec>), (Option, Option<&'a AbilitySpec>), Vec3, f32, Option, f32, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_selfbuff\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_selfbuff")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( (active_tool_kind, active_tool_spec), _second_tool, velocity, _global_time, stage_section, acc_vel, ): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let lab: f32 = 0.65 * s_a.tempo; let speednorm = (speed / 12.0).powf(0.4); let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm; let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm; let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 0.4).sin()); let (move1base, movement3, tensionbase, tension2base) = match stage_section { Some(StageSection::Buildup) => ( (anim_time.powf(0.25)).min(1.0), 0.0, (anim_time * 10.0).sin(), 0.0, ), Some(StageSection::Cast) => { (1.0, 0.0, (anim_time * 30.0).sin(), (anim_time * 12.0).sin()) }, Some(StageSection::Recover) => (1.0, anim_time.powi(4), 1.0, 1.0), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let move1 = move1base * pullback; let tension = tensionbase * pullback; let tension2 = tension2base * pullback; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0); 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.0); next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); // TODO: Remove clippy allow when second species is added #[allow(clippy::single_match)] match active_tool_kind { Some(ToolKind::Natural) => { if let Some(AbilitySpec::Custom(spec)) = active_tool_spec { match spec.as_str() { "Minotaur" => { next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1 + tension2 * 0.05); next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.1 + tension2 * -0.05); next.head.orientation = Quaternion::rotation_x(move1 * 0.8 + tension2 * -0.1) * Quaternion::rotation_y(tension2 * -0.1); next.control_l.position = Vec3::new(0.0, 4.0, 5.0); next.control_r.position = Vec3::new(0.0, 4.0, 5.0); next.weapon_l.position = Vec3::new( -12.0 + move1 * -15.0, -6.0 + move1 * 13.0, -18.0 + move1 * 16.0 + tension2 * 3.0, ); next.weapon_r.position = Vec3::new( 12.0 + move1 * 1.0, -6.0 + move1 * 7.0 + tension * 0.3, -18.0 + move1 * -2.0, ); next.second.scale = Vec3::one() * 1.0; next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 1.9) * Quaternion::rotation_y(move1 * 0.25 + tension2 * 0.06) * Quaternion::rotation_z(move1 * 1.3); next.weapon_r.orientation = Quaternion::rotation_x(-1.67 + move1 * 0.8) * Quaternion::rotation_y(move1 * -0.85 + tension * 0.12) * Quaternion::rotation_z(move1 * 0.7); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.1) * Quaternion::rotation_y(0.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.1) * Quaternion::rotation_y(0.0); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 2.2 + tension2 * 0.17) * Quaternion::rotation_y(move1 * 0.95); next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 0.1) * Quaternion::rotation_y(move1 * -0.35); }, _ => {}, } } }, _ => {}, } next } }