use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use std::f32::consts::PI; pub struct AlphaAnimation; type AlphaAnimationDependency = ( (Option, Option), Option, Option, ); impl Animation for AlphaAnimation { type Dependency<'a> = AlphaAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (hands, 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 (move1, move2, move3, move2h) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), _ => (0.0, 0.0, 0.0, 0.0), }; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler; next.torso.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.chest.orientation = Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2); next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2); }, Some(ToolKind::Axe) => { 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.powi(4)), _ => (0.0, 0.0, 0.0), }; next.head.position = Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1); next.chest.orientation = Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4) * Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0) * Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5); next.head.orientation = Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0); }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { 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.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let moveret1 = move1 * pullback; let moveret2 = move2 * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3) * Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0); next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7) * Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4) * Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5); }, 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); }, _ => {}, } 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 + move2 * 10.0, s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0, s_a.sc.2 + move1 * 1.0, ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3) * Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2) * Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57 + move3 * -1.57); }, Some(ToolKind::Axe) => { 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); 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.powi(4)), _ => (0.0, 0.0, 0.0), }; next.control.position = Vec3::new( s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0, s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5, s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0, ); next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4) * Quaternion::rotation_y( s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8, ) * Quaternion::rotation_z( s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5, ) }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { 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.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let moveret1 = move1 * pullback; let moveret2 = move2 * pullback; next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); 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 + moveret1 * -13.0 + moveret2 * 3.0, s_a.hc.1 + (moveret2 * 5.0), s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55)) * Quaternion::rotation_y(s_a.hc.4 + moveret1 * 1.57 + moveret2 * 0.5) * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5)); }, _ => {}, }, (_, _) => {}, }; 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, 2.0); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0) * Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5) * Quaternion::rotation_z(move2 * 1.5); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(1.57) }, Some(ToolKind::Axe) => { next.control_l.position = Vec3::new( -7.0 + move2 * 5.0, 8.0 + move1 * 3.0 + move2 * 7.0, 2.0 + move1 * -6.0 + move2 * 10.0, ); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0) * Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5) * Quaternion::rotation_z(move2 * 1.5); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(1.57) }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { next.control_l.position = Vec3::new( -7.0, 8.0 + move1 * -4.0 + move2 * 4.0, 2.0 + move1 * 16.0 + move2 * -19.0, ); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); 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)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Sword) => { next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0) * Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5) * Quaternion::rotation_z(move2 * 1.5); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(1.57) }, Some(ToolKind::Axe) => { next.control_r.position = Vec3::new( 7.0 + move2 * 5.0, 8.0 + move1 * 3.0 + move2 * 7.0, 2.0 + move1 * -6.0 + move2 * 8.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0) * Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5) * Quaternion::rotation_z(move2 * 1.5); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(1.57) }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { next.control_r.position = Vec3::new( 7.0, 8.0 + move1 * -4.0 + move2h * 4.0, 2.0 + move1 * 12.0 + move2h * -16.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); 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; } if skeleton.holding_lantern { next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9); next.lantern.position = Vec3::new(-0.5, -0.5, -1.5); next.lantern.orientation = next.hand_r.orientation.inverse(); } next } }