use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct BeamAnimation; impl Animation for BeamAnimation { type Dependency = ( Option, Option, f32, Vec3, Option, f32, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_beam\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beam")] #[allow(clippy::single_match)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, _global_time, velocity, stage_section, acc_vel): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let lab: f32 = 0.65 * s_a.tempo; let speednorm = (speed / 12.0).powf(0.4); let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm; let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm; let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 1.4).sin()) * speednorm; let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 0.4).sin()) * speednorm; next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(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.grip.1, 0.0, s_a.grip.0); next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); match active_tool_kind { Some(ToolKind::StaffSimple) | Some(ToolKind::Sceptre) | Some(ToolKind::Staff) => { let (move1base, move2shake, _move2base, move3) = match stage_section { Some(StageSection::Buildup) => ( (anim_time.powf(0.25)).min(1.0), (anim_time * 15.0 + PI).sin(), (anim_time * 10.0 + PI).sin(), 0.0, ), Some(StageSection::Cast) => ( 1.0, (anim_time * 15.0 + PI).sin(), anim_time.powf(0.25), 0.0, ), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; next.control_l.position = Vec3::new(-1.0, 3.0, 12.0); next.control_r.position = Vec3::new(1.0 + move1 * 5.0, 2.0 + move1 * 1.0, 2.0 + move1 * 14.0); next.control.position = Vec3::new( -3.0 + move1 * -5.0, 3.0 + s_a.grip.0 / 1.2 + move1 * 3.0 + move2shake * 1.0, -11.0 + -s_a.grip.0 / 2.0 + move1 * -2.0, ); next.head.orientation = Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_y(move1 * 0.2); next.jaw.orientation = Quaternion::rotation_x(0.0); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.5); next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.4) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(move1 * 1.2 + move2shake * 0.5); next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * -0.1) * Quaternion::rotation_y(-0.1 + move1 * 0.6); next.shoulder_l.position = Vec3::new( -s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothorir * 1.0, ); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.2 + 0.3 + 0.8 * speednorm + (footrotr * -0.2)); next.shoulder_r.position = Vec3::new( s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothoril * 1.0, ); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.2 + 0.3 + 0.6 * speednorm + (footrotl * -0.2)); next.torso.orientation = Quaternion::rotation_x(move1 * -0.1); next.torso.position = Vec3::new(0.0, 0.0, move1 * 1.0); }, _ => {}, } next } }