use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency = ( Option, Option, (Option, Option), f32, f32, Option, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_beta\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( _active_tool_kind, _second_tool_kind, hands, _velocity, _global_time, stage_section, ability_info, ): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 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.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 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3), s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3), s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)), ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3)) * Quaternion::rotation_y(s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3)) * Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3)); next.chest.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y((-0.1) * (1.0 - move3)) * Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3)); next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - move3)); next } }