use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::StageSection, }; use std::f32::consts::PI; pub struct Input { pub attack: bool, } pub struct SpinAnimation; impl Animation for SpinAnimation { type Dependency = ( Option, Option, f64, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_spin\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, _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, 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 foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 10.32).sin()); let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); fn slow(x: f32) -> f32 { (x * 8.0).sin() } next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); if let Some(ToolKind::Sword(_)) = 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.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 + movement1 * 2.0 + movement2 * -8.0 + movement3 * -7.0, s_a.sc.1 + 8.0 + slow(movement1) * 0.6 + slow(movement2) * 3.0 + slow(movement3) * -0.8 + movement3 * -10.0, s_a.sc.2 + 1.0 + slow(movement1) * 0.6 + slow(movement2) * 3.5 + movement2 * 3.0 + slow(movement3) * -0.4 + movement3 * -4.0, ); next.control.orientation = Quaternion::rotation_x( -0.5 + s_a.sc.4 + movement1 * -1.57 + movement2 * -0.6 + slow(movement2) * -0.25, ) * Quaternion::rotation_y( s_a.sc.4 - 0.6 + movement1 * 2.0 + movement2 * -2.0, ) * Quaternion::rotation_z( s_a.sc.5 + 0.1 + movement1 + movement2, ); next.head.orientation = Quaternion::rotation_z(slow(movement2) * -0.8); next.chest.orientation = Quaternion::rotation_x(slow(movement2) * 0.15) * Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1) * Quaternion::rotation_z( -1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5, ); next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1) * Quaternion::rotation_z(movement2.sin() * 0.5); next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1) * Quaternion::rotation_z(movement2.sin() * 1.5); next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1) * Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5); next.torso.orientation = Quaternion::rotation_z((movement2).sin() * 7.2); } if let Some(ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind { next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); next.hand_r.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(0.0, 6.0, -1.0); next.main.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0); next.control.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_y(0.2 + spin * -2.0) * Quaternion::rotation_z(1.4 + spin * 0.1); next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1); next.head.orientation = Quaternion::rotation_z(spin * -0.25) * Quaternion::rotation_x(0.0 + spin * -0.1) * Quaternion::rotation_y(spin * -0.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_z(spin * 0.1) * Quaternion::rotation_x(0.0 + spin * 0.1) * Quaternion::rotation_y(decel * -0.2); next.belt.position = Vec3::new(0.0, 0.0, -2.0); next.belt.orientation = next.chest.orientation * -0.1; next.shorts.position = Vec3::new(0.0, 0.0, -5.0); next.belt.orientation = next.chest.orientation * -0.08; next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3)); next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2); next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2); next.lantern.orientation = Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); } next.second.scale = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), ) { (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(), (_, _) => Vec3::zero(), }; next } }