use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency = ( Option, Option, f32, f64, Option, ); 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( 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 (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), }; let foot = (((1.0) / (0.2 + 0.8 * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()).powi(2))) .sqrt()) * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()); let push = anim_time as f32 * lab as f32 * 4.0; let slow = (((5.0) / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powi(2))) .sqrt()) * ((anim_time as f32 * lab as f32 * 9.0).sin()); let slower = (((1.0) / (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powi(2))) .sqrt()) * ((anim_time as f32 * lab as f32 * 4.0).sin()); next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler; next.torso.orientation = Quaternion::rotation_z(0.0); match active_tool_kind { Some(ToolKind::Sword) => { 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.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, s_a.sc.1 + movement1 * -4.0 + movement2 * 16.0 + movement3 * -4.0, s_a.sc.2 + movement1 * 1.0, ); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + movement1 * -0.5) * Quaternion::rotation_y( s_a.sc.4 + movement1 * -1.0 + movement2 * -0.6 + movement3 * 1.0, ) * Quaternion::rotation_z(s_a.sc.5 + movement1 * -1.2 + movement2 * 1.3); next.chest.orientation = Quaternion::rotation_z( movement1 * 1.5 + (movement2 * 1.75).sin() * -3.0 + movement3 * 0.5, ); next.head.position = Vec3::new(0.0 + movement2 * 2.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z( movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5, ); }, Some(ToolKind::Dagger) => { next.control_l.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4) * Quaternion::rotation_y(slow * -1.3) * Quaternion::rotation_z(1.4 + slow * -0.5); }, 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.head.position = Vec3::new( 0. + movement2 * 2.0, s_a.head.0 + movement2 * 2.0, s_a.head.1, ); 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.control.position = Vec3::new( s_a.ac.0 + movement1 * -1.0 + movement2 * -2.0 + movement3 * 0.0, s_a.ac.1 + movement1 * -3.0 + movement2 * 3.0 + movement3 * -3.5, s_a.ac.2 + movement1 * 6.0 + movement2 * -15.0 + movement3 * -2.0, ); next.control.orientation = Quaternion::rotation_x( s_a.ac.3 + movement1 * 0.0 + movement2 * -3.0 + movement3 * 0.4, ) * Quaternion::rotation_y( s_a.ac.4 + movement1 * -0.0 + movement2 * -0.6 + movement3 * 0.8, ) * Quaternion::rotation_z( s_a.ac.5 + movement1 * -2.0 + movement2 * -1.0 + movement3 * 2.5, ); next.control.scale = Vec3::one(); next.chest.orientation = Quaternion::rotation_x( 0.0 + movement1 * 0.6 + movement2 * -0.6 + movement3 * 0.4, ) * Quaternion::rotation_y( 0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0, ) * Quaternion::rotation_z( 0.0 + movement1 * 1.5 + movement2 * -2.5 + movement3 * 1.5, ); next.head.orientation = Quaternion::rotation_z( 0.0 + movement1 * -1.5 + movement2 * 2.5 + movement3 * -1.0, ); }, Some(ToolKind::Hammer) => { 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.hhl.0, s_a.hhl.1, s_a.hhl.2); 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 * -13.0) * (1.0 - movement3), s_a.hc.1 + (movement2 * 5.0) * (1.0 - movement3), s_a.hc.2, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (movement1 * 1.5 + movement2 * -2.5)) * (1.0 - movement3) * Quaternion::rotation_y(s_a.hc.4 + (movement1 * 1.57)) * (1.0 - movement3) * Quaternion::rotation_z(s_a.hc.5 + (movement2 * -0.5) * (1.0 - movement3)); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x( (movement1 * 0.3 + movement2 * -0.5) * (1.0 - movement3), ) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z( (movement1 * 0.2 + movement2 * -0.5) * (1.0 - movement3), ); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_x( (movement1 * 0.8 + movement2 * -1.2) * (1.0 - movement3), ) * Quaternion::rotation_y( (movement1 * 0.3 + movement2 * -0.4) * (1.0 - movement3), ) * Quaternion::rotation_z( (movement1 * 0.5 + movement2 * -0.5) * (1.0 - movement3), ); if velocity > 0.5 { next.foot_l.position = Vec3::new(-s_a.foot.0, foot * -6.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(foot * -0.4) * Quaternion::rotation_z((slower * 0.3).max(0.0)); next.foot_r.position = Vec3::new(s_a.foot.0, foot * 6.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(foot * 0.4) * Quaternion::rotation_z((slower * 0.3).max(0.0)); next.torso.orientation = Quaternion::rotation_x(-0.15); } else { next.foot_l.position = Vec3::new(-s_a.foot.0, -2.5, s_a.foot.2 + (slower * 2.5).max(0.0)); next.foot_l.orientation = Quaternion::rotation_x(slower * -0.2 - 0.2) * Quaternion::rotation_z((slower * 1.0).max(0.0)); next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - slower * 2.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1) * Quaternion::rotation_z((slower * 0.5).max(0.0)); next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2); next.shorts.orientation = Quaternion::rotation_x(movement1 * -0.3 + movement2 * 0.3); } }, 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); }, _ => {}, } next } }