use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::states::utils::{AbilityInfo, StageSection}; use std::ops::{Mul, Sub}; pub struct RapidMeleeAnimation; impl Animation for RapidMeleeAnimation { type Dependency<'a> = ( Option<&'a str>, Option, (u32, Option), Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_rapid_melee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_rapid_melee")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_id, stage_section, (current_strike, max_strikes), _ability_info): Self::Dependency< '_, >, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; 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.main_weapon_trail = true; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.off_weapon_trail = true; match ability_id { Some("common.abilities.sword.cleaving_whirlwind_slice") => { let (move1, move2, move3) = 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.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move2_no_pullback = move2 + current_strike as f32; let move2 = if current_strike == 0 { move2 } else { 1.0 }; let move2_pre = move2.min(0.3) * 10.0 / 3.0; let move1 = move1 * pullback; let move2 = move2 * pullback; let move2_pre = move2_pre * pullback; 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.sc.0 + -6.0, -1.0, -2.0); next.hand_r.orientation = Quaternion::rotation_x(1.4); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 3.14); if move2 < f32::EPSILON { next.main_weapon_trail = false; next.off_weapon_trail = false; } next.chest.orientation = Quaternion::rotation_z(move1 * 1.2); next.head.orientation = Quaternion::rotation_z(move1 * -0.7); next.belt.orientation = Quaternion::rotation_z(move1 * -0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8); next.control.orientation.rotate_x(move1 * 0.2); next.foot_r .orientation .rotate_x(move1 * -0.4 + move2_pre * 0.4); next.foot_r.orientation.rotate_z(move1 * 1.4); next.control.orientation.rotate_y(move2_pre * -1.6); next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0); next.torso.orientation.rotate_z(move2_no_pullback * 6.28); next.chest.orientation.rotate_z(move2 * -2.0); next.head.orientation.rotate_z(move2 * 1.3); next.belt.orientation.rotate_z(move2 * 0.6); next.shorts.orientation.rotate_z(move2 * 1.5); next.foot_r.orientation.rotate_z(move2_pre * -1.7); next.control.orientation.rotate_z(move2 * -1.8); next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0); }, Some( "common.abilities.sword.agile_perforate" | "common.abilities.sword.agile_flurry", ) => { let (move1, move2, move3, move2alt) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Action) => ( 1.0, anim_time.min(0.5).mul(2.0).powi(2) - anim_time.max(0.5).sub(0.5).mul(2.0), 0.0, anim_time.powi(2), ), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.chest.orientation = Quaternion::rotation_z(move1 * 0.7); next.head.orientation = Quaternion::rotation_z(move1 * -0.4); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.control.orientation.rotate_x(move1 * -1.1); next.control.orientation.rotate_z(move1 * -0.7); next.control.position += Vec3::new(move1 * 1.0, move1 * -1.0, move1 * 4.0); next.chest.orientation.rotate_z(move2 * -1.2); next.head.orientation.rotate_z(move2 * 0.6); next.belt.orientation.rotate_z(move2 * 0.3); next.shorts.orientation.rotate_z(move2 * 0.7); next.control.orientation.rotate_z(move2 * 1.2); next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0); }, _ => {}, } next } }