use super::{ super::{vek::*, Animation}, BipedSmallSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct StunnedAnimation; type StunnedAnimationDependency = ( Option, Vec3, Vec3, Vec3, f32, Vec3, f32, bool, Option, f32, ); impl Animation for StunnedAnimation { type Dependency<'a> = StunnedAnimationDependency; type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_stunned\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_stunned")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( active_tool_kind, velocity, _orientation, _last_ori, global_time, _avg_vel, _acc_vel, wield_status, stage_section, timer, ): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let speednorm = speed / 9.4; if wield_status { let (movement1base, movement2) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)), _ => (0.0, 0.0), }; let pullback = 1.0 - movement2; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let movement1 = movement1base * pullback * mirror; let movement1abs = movement1base * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * -0.3); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0) * s_a.scaler / 11.0; next.chest.orientation = Quaternion::rotation_z(movement1 * 1.2); next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(0.0) * 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(s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); //IMPORTANT: avoid touching any value attached to grip. grip uses the size of // the hand bones to correct any irrgularities beween species. Changing // coefficients to grip will have different effects across species match active_tool_kind { Some(ToolKind::Spear) => { next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0); next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0); next.control.position = Vec3::new( -3.0, s_a.grip.2, -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 1.5) * Quaternion::rotation_y(-0.3); next.control_r.orientation = Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2); next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm); }, Some(ToolKind::Bow) => { next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0); next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0); next.control.position = Vec3::new( -1.0, 2.0 + s_a.grip.2, 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2); next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm) * Quaternion::rotation_y(0.5 * speednorm); }, Some(ToolKind::Staff) => { next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0); next.control_r.position = Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0 + speednorm * -3.0); next.control.position = Vec3::new( -5.0, -1.0 + s_a.grip.2, -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(-0.3); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2) * Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2) * Quaternion::rotation_z(-0.0); next.control.orientation = Quaternion::rotation_x(-0.3 + 0.2 * speednorm) * Quaternion::rotation_y(-0.2 * speednorm) * Quaternion::rotation_z(0.5); }, Some(ToolKind::Natural) => { next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-0.3); next.hand_r.orientation = Quaternion::rotation_x(1.7) * Quaternion::rotation_y(0.3); }, _ => {}, } } else { next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0; next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0; next.chest.scale = Vec3::one() * s_a.scaler / 11.0; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0; next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1); next.main.position = Vec3::new(2.0, -3.0, -3.0); next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0; next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0; }; next } }