use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct SpinMeleeAnimation; impl Animation for SpinMeleeAnimation { type Dependency = ( Option, Option, Vec3, f32, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_spinmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; 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.powf(4.0)), _ => (0.0, 0.0, 0.0), }; let mut next = (*skeleton).clone(); 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, s_a.sc.1, s_a.sc.2 + move1 * 2.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5 + move3 * PI / 2.0) * Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0 + move3 * PI / 2.0); next.torso.orientation = Quaternion::rotation_z(move2 * PI * 2.0); next.chest.position = Vec3::new(0.0, s_a.chest.0 + move1 * -2.0, s_a.chest.1 + move1 * -3.0); next.chest.orientation = Quaternion::rotation_x(move1 * -0.3) * Quaternion::rotation_y(move1 * 0.15 + move3 * -0.15); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move3 * 0.15) * Quaternion::rotation_z(move2 * 0.8 + move3 * -0.6); next.belt.orientation = Quaternion::rotation_x(0.1); next.shorts.orientation = Quaternion::rotation_x(0.2); }, 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); next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0); next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -0.8 * (1.0 - move3)) * Quaternion::rotation_y(s_a.ac.4 + move1 * -PI * (1.0 - move3)) * Quaternion::rotation_z(s_a.ac.5 + move1 * 1.2 * (1.0 - move3)); next.head.orientation = Quaternion::rotation_x(move1 * -0.2 * (1.0 - move3)) * Quaternion::rotation_z(move1 * 0.4 * (1.0 - move3)); next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 * (1.0 - move3)); next.chest.orientation = Quaternion::rotation_x(move1 * 0.3 * (1.0 - move3)) * Quaternion::rotation_y(move1 * 0.3 * (1.0 - move3)); next.belt.position = Vec3::new( 0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5 * (1.0 - move3), ); next.belt.orientation = Quaternion::rotation_x(0.15); next.shorts.position = Vec3::new( 0.0, 1.0 + s_a.shorts.0 + move1 * 1.0 * (1.0 - move3), s_a.shorts.1 + move1 * 1.0 * (1.0 - move3), ); next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1 * (1.0 - move3)); next.torso.orientation = Quaternion::rotation_z(move1 * 1.0 * (1.0 - move3) + move2 * -2.0 * PI); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move1 * 7.0 * (1.0 - move3), s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8 * (1.0 - move3)); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move1 * -3.0 * (1.0 - move3), s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5 * (1.0 - move3)); }, _ => {}, } next } }