use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use std::f32::consts::PI; pub struct DashAnimation; type DashAnimationDependency = ( (Option, Option), f32, Option, Option, ); impl Animation for DashAnimation { type Dependency<'a> = DashAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_dash\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_dash")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (hands, _global_time, stage_section, ability_info): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1, movement2, movement3, move4) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0), Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.01), 0.0), Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move4; let move1 = movement1 * pullback; let move2 = movement2 * pullback; let move3 = movement3 * pullback; fn slow(x: f32) -> f32 { ((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin()) } fn short(x: f32) -> f32 { ((5.0 / (1.5 + 3.5 * ((x * 5.0).sin()).powi(2))).sqrt()) * ((x * 5.0).sin()) } fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() } next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0); next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3) * Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0, ); next.chest.orientation = Quaternion::rotation_x(move2.min(1.0) * -0.4 + move3 * 0.4) * Quaternion::rotation_y(move2.min(1.0) * -0.2 + move3 * 0.3) * Quaternion::rotation_z(move1 * 1.1 + move3 * -2.2); next.shorts.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.25); next.belt.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.1); }, _ => {}, } next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4) * Quaternion::rotation_y(slow(anim_time) * 0.4); match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { 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 + (move1 * -5.0 + move3 * -2.0), s_a.sc.1 + (move2.min(1.0) * -2.0), s_a.sc.2 + (move2.min(1.0) * 2.0), ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5)) * Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5)); }, _ => {}, } }, (_, _) => {}, }; match hands { (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_l.position = Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0) * Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5) * Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(1.57) }, _ => {}, }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_r.position = Vec3::new( 7.0 + move1 * 5.0 + move3 * -30.0, 8.0 + move3 * -5.0, 2.0 + move1 * 1.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5) * Quaternion::rotation_y( move1 * 1.5 + (move2 * 1.0).min(0.8) + move3 * 1.5, ) * Quaternion::rotation_z(move3 * 1.5); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(1.57) }, _ => {}, } }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5) }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5) }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }