use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::StageSection, }; use std::f32::consts::PI; pub struct BlockAnimation; type BlockAnimationDependency = ( (Option, Option), Option, Option, Vec3, f32, Option, ); impl Animation for BlockAnimation { type Dependency = BlockAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_block\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (hands, 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 mut next = (*skeleton).clone(); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); let speed = Vec2::::from(velocity).magnitude(); let (movement1base, move2, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, (anim_time * 10.0).sin(), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let move1 = movement1base * pullback; if speed > 0.5 { } else { next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2); next.chest.orientation = Quaternion::rotation_x(move1 * -0.15); next.head.orientation = Quaternion::rotation_x(move1 * 0.25); next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0); next.belt.orientation = Quaternion::rotation_x(move1 * 0.15); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5); }; match (hands, active_tool_kind, second_tool_kind) { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => { 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 + move1 * -2.0, s_a.shr.1, s_a.shr.2 + move1 * 20.0, ); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4) * Quaternion::rotation_z(move1 * 1.5); next.control.position = Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_y(move1 * 1.1) * Quaternion::rotation_z(move1 * 1.7); }, 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 * 13.0, s_a.ac.1 + move1 * -3.0, s_a.ac.2 + move1 * 8.0, ); next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0) * Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8) * Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0); }, Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5) * Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5) * Quaternion::rotation_z(s_a.hhl.5 + move1 * PI); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new( s_a.hc.0 + move1 * 3.0, s_a.hc.1 + move1 * 3.0, s_a.hc.2 + move1 * 10.0, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3) * Quaternion::rotation_y(s_a.hc.4) * Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { 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.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2); 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.control.orientation = Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5); }, 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, -5.2); next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5); }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(1.57); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(1.57); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(0.0); }, _ => {}, }, ((_, _), _, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0); next.control_l.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0); 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)) => { next.control_r.position = Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0); next.control_r.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0); 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 } }