use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; pub struct ChargeAnimation; impl Animation for ChargeAnimation { type Dependency<'a> = ( Option, Option, f32, Vec3, Vec3, f32, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_charge\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, _global_time): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let lab: f32 = 1.0; let foot = ((5.0 / (0.2 + 4.8 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); let foote = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 8.0 + 1.57).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); let stress = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 20.0).cos()).powi(2))).sqrt()) * ((anim_time * lab * 20.0).cos()); let quick = ((5.0 / (3.5 + 1.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); let stop = (anim_time.powf(0.3)).min(1.2); let stopa = (anim_time.powf(0.9)).min(5.0); let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if ::vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.head.position = Vec3::new(stop * -2.0, -1.5 + stop * 2.5 + s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3); next.head.scale = Vec3::one(); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1); next.upper_torso.orientation = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1); next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0); match active_tool_kind { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0); next.control.position = Vec3::new( s_a.stc.0 + quick * 3.5 * (1.0 / (stopa + 0.1)), s_a.stc.1, s_a.stc.2 - stop * 3.0, ); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + stop * -0.2) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5 + stop * 0.2); }, Some(ToolKind::Bow) => { 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.bhl.0, s_a.bhl.1, s_a.bhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); next.hold.position = Vec3::new(0.0, -1.0, -15.2); next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new( 3.0 + s_a.bc.0 + stop * 13.0, -5.0 + s_a.bc.1 + stop * 4.0, 6.0 + s_a.bc.2, ); next.control.orientation = Quaternion::rotation_x(0.2 + s_a.bc.3) * Quaternion::rotation_y(-0.8 + s_a.bc.4 + stop * -0.4) * Quaternion::rotation_z(s_a.bc.5 + stop * -0.6); }, _ => {}, } if velocity > 0.2 { next.foot_l.position = Vec3::new( -s_a.foot.0 - foot * 1.5, s_a.foot.1 + foote * 2.0, s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(foote * -0.1) * Quaternion::rotation_z(0.4) * Quaternion::rotation_y(0.15); next.foot_r.position = Vec3::new( s_a.foot.0 + foot * 1.5, s_a.foot.1 + foote * -1.5, s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_z(0.4); } else { next.foot_l.position = Vec3::new( -s_a.foot.0, -2.5 + stop * -1.3, s_a.foot.2 + tilt * -4.0 * foot, ); next.foot_l.orientation = Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02) * Quaternion::rotation_z(stop * 0.1) * Quaternion::rotation_y(stop * 0.08); next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 + stop * 1.5, s_a.foot.2 + tilt * 4.0 * foot); next.foot_r.orientation = Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1); } next } }