use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct ShootAnimation; type ShootAnimationDependency = ( Option, Option, f32, Vec3, Vec3, f64, Option, ); impl Animation for ShootAnimation { type Dependency = ShootAnimationDependency; type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, _global_time, stage_section, ): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let speed = Vec2::::from(velocity).magnitude(); let mut next = (*skeleton).clone(); let lab = 1.0; let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if ::vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(0.0); match active_tool_kind { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), _ => (0.0, 0.0, 0.0), }; let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin(); let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin(); 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.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.shoulder_l.orientation = Quaternion::rotation_z(0.2) * Quaternion::rotation_x( (movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3), ); next.shoulder_r.orientation = Quaternion::rotation_z(-0.2) * Quaternion::rotation_x( 1.0 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1, ); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0); next.control.position = Vec3::new( s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3), s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3), s_a.stc.2, ); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3)) * Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5)) * Quaternion::rotation_z( s_a.stc.5 - (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3), ); next.upper_torso.orientation = Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3)); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z( tilt * -2.5 + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3), ); if speed < 0.5 { next.lower_torso.orientation = Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(-0.5); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); } else { }; }, Some(ToolKind::Bow) => { let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)), _ => (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.hand_l.position = Vec3::new( s_a.bhl.0 + movement2 * -2.0, s_a.bhl.1 + movement2 * -12.0, s_a.bhl.2 + movement2 * -3.0, ); 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.shoulder_l.orientation = Quaternion::rotation_z(0.2) * Quaternion::rotation_x( (movement1 * (movement2 * 8.0 + PI / 2.0).sin() * 1.1) * (1.0 - movement3), ); next.shoulder_r.orientation = Quaternion::rotation_z(-0.2) * Quaternion::rotation_x( 1.5 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1, ); next.hold.position = Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * -3.0); next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2); next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0); next.control.orientation = Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin()) * Quaternion::rotation_y(s_a.bc.4 - 1.25) * Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin()); next.upper_torso.orientation = Quaternion::rotation_z(0.8); next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 - 0.5 + (movement2 as f32 * 0.2).sin()); if speed < 0.5 { next.upper_torso.orientation = Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin()); next.lower_torso.orientation = Quaternion::rotation_x(0.08) * Quaternion::rotation_z((movement2 as f32 * -0.15).sin()); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(-0.5); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); } else { }; }, _ => {}, } next } }