use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use core::f32::consts::PI; pub struct LeapAnimation; type LeapAnimationDependency = ( (Option, Option), Vec3, f32, Option, Option, ); impl Animation for LeapAnimation { type Dependency<'a> = LeapAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_leapmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (hands, _velocity, _global_time, 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 (movement1, movement2, movement3, move4) = match stage_section { Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0), Some(StageSection::Movement) => (1.0, anim_time.powi(2), 0.0, 0.0), Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.75), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powf(0.75)), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move4; let move1 = movement1 * pullback; let move2 = movement2 * pullback; let move3 = movement3 * pullback; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); next.torso.position = Vec3::new(0.0, 0.0, 1.1); next.torso.orientation = Quaternion::rotation_z(0.0); match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.chest.orientation = Quaternion::rotation_x(move2 * 0.4 + move3 * -1.5) * Quaternion::rotation_z(move1 * 0.5 + move2 * 0.2 + move3 * -0.7); next.head.orientation = Quaternion::rotation_x(move3 * 0.2) * Quaternion::rotation_y(move2 * -0.1) * Quaternion::rotation_z(move1 * -0.4 + move2 * -0.2 + move3 * 0.6); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move3 * 13.0, s_a.foot.2 + move3 * -2.0, ); next.foot_l.orientation = Quaternion::rotation_x(-0.8 + move3 * 1.7); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move2 * 8.0 + move3 * -13.0, s_a.foot.2 + move2 * 5.0 + move3 * -5.0, ); next.foot_r.orientation = Quaternion::rotation_x(0.9 + move3 * -1.7); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move3 * -5.0); }, Some(ToolKind::Axe) => { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.torso.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * 0.5 + move3 * -1.0) * Quaternion::rotation_z(move1 * 0.4 + move2 * 0.4); next.head.orientation = Quaternion::rotation_x(move2 * -0.6 + move3 * 0.8) * Quaternion::rotation_z(move2 * -0.4); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move2 * -4.0 + move3 * 4.0, s_a.foot.2 + move2 * 5.0 + move3 * -5.0, ); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move2 * 4.0, s_a.foot.2 + move3 * -3.0, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.9 - move2 * 1.9 + move3 * 1.8); next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.9 - move3 * 1.8); next.belt.orientation = Quaternion::rotation_x(move1 * 0.22 + move2 * 0.1); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * 0.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); }, _ => {}, } match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { 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_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_z(s_a.hhr.5); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new( s_a.hc.0 + move2 * -10.0 + move3 * 10.0, s_a.hc.1 + move2 * 5.0 + move3 * 7.0, s_a.hc.2 + move2 * 5.0 + move3 * -10.0, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + move2 * PI / 2.0 + move3 * -2.3) * Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3) * Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5); }, 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); 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); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new( s_a.ac.0 + move2 * 8.0 + move3 * 15.0, s_a.ac.1 + move3 * -10.0, s_a.ac.2 + move3 * 4.0, ); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4 + move2 * -0.8 + move3 * -4.0) * Quaternion::rotation_z(s_a.ac.5 + move2 * -0.6 + move3 * -1.6); }, _ => {}, } }, (_, _) => {}, }; match hands { (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Axe) => { next.control_l.position = Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0) * Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { next.control_l.position = Vec3::new( -7.0, 8.0 + move2 * -5.0 + move3 * 9.0, 2.0 + move2 * 8.0 + move3 * -12.0, ); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Axe) => { next.control_r.position = Vec3::new( 7.0 + move2 * 2.0, 8.0 + move2 * -8.0 + move3 * 13.0, 2.0 + move2 * 7.0 + move3 * -10.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move3 * -2.2) * Quaternion::rotation_y(move2 * -0.5 + move3 * 1.2); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { next.control_r.position = Vec3::new( 7.0 + move2 * 3.0 + move3 * -3.0, 8.0 + move2 * -9.0 + move3 * 15.0, 2.0 + move2 * 11.0 + move3 * -18.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5) * Quaternion::rotation_y(move2 * -0.75 + move3 * 0.75); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, } }, (_, _) => {}, }; 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; } next } }