use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct SpinMeleeAnimation; impl Animation for SpinMeleeAnimation { type Dependency = ( Option, Option, Vec3, f64, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_spinmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")] #[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 lab = 1.0; 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, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), _ => (0.0, 0.0, 0.0), }; let speed = Vec2::::from(velocity).magnitude(); let mut next = (*skeleton).clone(); //torso movement let xshift = if velocity.z.abs() < 0.1 { ((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin() } else { 0.0 }; let yshift = if velocity.z.abs() < 0.1 { ((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin() } else { 0.0 }; let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 { 0.5 * ((anim_time as f32).powi(2)) } else { lab as f32 * anim_time as f32 * 0.9 }; //feet let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin(); let quick = (anim_time as f32 * lab as f32 * 8.0).sin(); 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, s_a.sc.2 + movement1 * 2.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + movement1 * -PI / 2.5 + movement3 * PI / 2.0) * Quaternion::rotation_z( s_a.sc.5 + movement1 * -PI / 2.0 + movement3 * PI / 2.0, ); next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1 * -2.0); next.chest.orientation = Quaternion::rotation_x(movement1 * -0.3) * Quaternion::rotation_y(movement1 * 0.15 + movement3 * -0.15); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement3 * 0.15) * Quaternion::rotation_z(movement2 * 0.8 + movement3 * -0.6); next.belt.orientation = Quaternion::rotation_x(0.1); next.shorts.orientation = Quaternion::rotation_x(0.2); }, Some(ToolKind::Axe) => { next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, s_a.head.1 + 1.0); next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(PI); next.hand_r.position = Vec3::new(0.5, 0.0, -2.5); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(-0.0, -2.0, -1.0); next.main.orientation = Quaternion::rotation_x(0.0); next.control.position = Vec3::new(0.0, 16.0, 3.0); next.control.orientation = Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4); next.head.orientation = Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(0.08); next.chest.position = Vec3::new(0.0, s_a.chest.0 - 3.0, s_a.chest.1 - 2.0); next.chest.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.1) * Quaternion::rotation_y(0.3); next.belt.position = Vec3::new(0.0, 1.0, -1.0); next.belt.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.0); next.shorts.position = Vec3::new(0.0, 3.0, -2.5); next.shorts.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.7) * Quaternion::rotation_y(0.0); next.torso.position = Vec3::new( -xshift * (anim_time as f32).min(0.6), -yshift * (anim_time as f32).min(0.6), 0.0, ) * s_a.scaler; next.torso.orientation = Quaternion::rotation_z(spin * -16.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); if velocity.z.abs() > 0.1 { next.foot_l.position = Vec3::new(-s_a.foot.0, 8.0, s_a.foot.2 + 2.0); next.foot_l.orientation = Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0); next.foot_r.position = Vec3::new(s_a.foot.0, 8.0, s_a.foot.2 + 2.0); next.foot_r.orientation = Quaternion::rotation_x(1.0); } else if speed < 0.5 { next.foot_l.position = Vec3::new(-s_a.foot.0, 2.0 + quick * -6.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2); next.foot_r.position = Vec3::new(s_a.foot.0, 4.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2) * Quaternion::rotation_y(-0.4); } else { next.foot_l.position = Vec3::new(-s_a.foot.0, 2.0 + quick * -6.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2); next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + quick * 6.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2); }; }, _ => {}, } next } }