use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use std::f32::consts::PI; pub struct SpinAnimation; impl Animation for SpinAnimation { type Dependency = ( Option, Option, (Option, Option), Vec3, f32, Option, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_spin\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")] 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 (movement1base, movement2base, movement3) = 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), }; let pullback = 1.0 - movement3; let movement1 = movement1base * pullback; let movement2 = movement2base * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); match active_tool_kind { Some(ToolKind::Sword) => { 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 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0, s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -15.0 + movement3 * -10.0, s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0, ); next.control.orientation = Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2) * Quaternion::rotation_y( s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.7, ) * Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57); next.head.position = Vec3::new( 0.0 + 2.0 + movement2 * -2.0, 2.0 + movement2 * -2.0 + s_a.head.0, s_a.head.1, ); next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15) * Quaternion::rotation_y( movement1 * -0.1 + movement2 * 0.15 + movement3 * -0.1, ) * Quaternion::rotation_z( -1.0 + movement1 * -0.6 + movement2 * 1.0 + movement3 * 0.5, ); next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1) * Quaternion::rotation_z(movement2.sin() * 0.5); next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1) * Quaternion::rotation_z(movement2.sin() * 1.5); next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1) * Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1); }, Some(ToolKind::Axe) => { 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.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); let (movement1, movement2, movement3) = 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.control.position = Vec3::new( s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0), s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0), s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0), ); next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6)) * Quaternion::rotation_y( s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0), ) * Quaternion::rotation_z( s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5), ); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5) * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0) * Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6); next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2); next.shorts.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2); next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0) * Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0); next.torso.position = Vec3::new( 0.0, 0.0, -1.0 + 1.0 * (movement1 * 0.5 * PI).sin() + 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(), ); next.torso.orientation = Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7); next.foot_l.position = Vec3::new( -s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0), s_a.foot.1, s_a.foot.2 + (movement2 * 6.0), ); next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5) * Quaternion::rotation_y(movement2 * 0.5); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0), s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5); }, _ => {}, } next } }