use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct ShootAnimation; type ShootAnimationDependency = ( Option, Option, Vec3, Vec3, Vec3, f64, Option, f32, ); impl Animation for ShootAnimation { type Dependency = ShootAnimationDependency; type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, _second_tool_kind, velocity, _orientation, _last_ori, _global_time, stage_section, acc_vel, ): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let speed = Vec2::::from(velocity).magnitude(); let mut next = (*skeleton).clone(); 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()); 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(0.8 + 1.2 * 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(0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(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::StaffSimple) | Some(ToolKind::Sceptre) => { let (movement1base, movement1shake, movement2base, movement3) = match stage_section { Some(StageSection::Buildup) => ( anim_time as f32, (anim_time as f32 * 10.0 + PI).sin(), 0.0, 0.0, ), Some(StageSection::Swing) => (1.0, 1.0, (anim_time as f32).powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let movement1 = movement1base * pullback; let movement2 = movement2base * pullback; next.control_l.position = Vec3::new(-1.0, 3.0, 12.0); next.control_r.position = Vec3::new(1.0, 2.0, 2.0); next.control.position = Vec3::new( -3.0, 3.0 + s_a.grip / 1.2 + movement1 * 4.0 + movement2 + movement1shake * 2.0 + movement2 * -2.0, -11.0 + -s_a.grip / 2.0 + movement1 * 3.0, ); next.head.orientation = Quaternion::rotation_x(movement1 * -0.15) * Quaternion::rotation_y(movement1 * 0.25) * Quaternion::rotation_z(movement1 * 0.25); next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement1 * 0.5) * Quaternion::rotation_y(movement1 * -0.4); next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + movement1 * 0.5) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-0.2 + movement1 * -0.2 + movement1shake * 0.1) * Quaternion::rotation_y(-0.1 + movement1 * 0.8 + movement2 * -0.3); 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( movement1 * 0.8 + 0.8 * 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( movement1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm, ); }, Some(ToolKind::BowSimple) => { let (movement1base, movement2base, movement3) = 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 - movement3; let movement1 = movement1base * pullback; let movement2 = movement2base * pullback; next.control_l.position = Vec3::new(-1.0, -2.0 + movement2 * -7.0, -3.0); next.control_r.position = Vec3::new(0.0, 4.0, 1.0); next.control.position = Vec3::new( -1.0 + movement1 * 2.0, 6.0 + s_a.grip / 1.2 + movement1 * 7.0, -5.0 + -s_a.grip / 2.0 + movement1 * 8.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement2 * 0.4) * Quaternion::rotation_y(-0.2); next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + movement1 * 0.4) * Quaternion::rotation_y(0.2) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_y(1.0 + movement1 * -0.4) * Quaternion::rotation_z(-0.3); next.head.orientation = Quaternion::rotation_z(movement1 * 0.25); 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( movement1 * 0.8 + 1.2 * 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( movement1 * 0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm, ); }, _ => {}, } next } }