use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; pub struct ChargeswingAnimation; impl Animation for ChargeswingAnimation { type Dependency = ( Option, Option, Vec3, f64, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_chargeswing\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let lab = 1.0; let short = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powi(2))) .sqrt()) * ((anim_time as f32 * lab as f32 * 8.0).sin()); // end spin stuff let (movement1, movement2, movement3, tension) = match stage_section { Some(StageSection::Charge) => ( (anim_time as f32).min(1.0), 0.0, 0.0, (anim_time as f32 * 18.0 * lab as f32).sin(), ), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4), 0.0), _ => (0.0, 0.0, 0.0, 0.0), }; if let Some(ToolKind::Hammer) = active_tool_kind { 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.hhl.0, s_a.hhl.1, s_a.hhl.2 + (movement2 * -8.0) * (1.0 - movement3), ); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4); 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); next.control.position = Vec3::new( s_a.hc.0 + (movement1 * -2.0 + movement2 * -3.0) * (1.0 - movement3), s_a.hc.1 + (movement1 * 2.0 + movement2 * 3.0) * (1.0 - movement3), s_a.hc.2 + (movement1 * 2.0 + movement2 * 4.0) * (1.0 - movement3), ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3+(movement2*4.0)*(1.0-movement3)) * Quaternion::rotation_y(s_a.hc.4+(tension*0.08+movement1 * 0.7+movement2*-3.5)*(1.0-movement3))//+fire * 0.1 * Quaternion::rotation_z(s_a.hc.5+(movement1 * 0.2+movement2*-0.5)*(1.0-movement3)); next.chest.orientation = Quaternion::rotation_z( short * 0.04 + (movement1 * 2.0 + movement2 * -2.5) * (1.0 - movement3), ); next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (movement1 * -1.0) * (1.0 - movement3)); next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (movement1 * -1.0) * (1.0 - movement3)); next.head.position = Vec3::new( 0.0 + (movement1 * -1.0 + movement2 * 2.0) * (1.0 - movement3), s_a.head.0 + (movement1 * 1.0) * (1.0 - movement3), s_a.head.1, ); next.head.orientation = Quaternion::rotation_z((movement1 * -1.5 + movement2 * 2.2) * (1.0 - movement3)); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); } next } }