use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{ comp::item::tool::{AbilitySpec, ToolKind}, states::utils::StageSection, }; use core::f32::consts::PI; pub struct ChargeMeleeAnimation; impl Animation for ChargeMeleeAnimation { type Dependency<'a> = ( Option, (Option, Option<&'a AbilitySpec>), Vec3, f32, Option, f32, Option<&'a str>, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_chargemelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_chargemelee")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, _second_tool, velocity, _global_time, stage_section, acc_vel, ability_id, ): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let lab: f32 = 0.65 * s_a.tempo; let speednorm = (speed / 12.0).powf(0.4); let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm; let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm; let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab + PI * 0.4).sin()); let (move1base, move2base, movement3, tension) = match stage_section { Some(StageSection::Charge) => ( (anim_time.powf(0.25)).min(1.0), 0.0, 0.0, (anim_time * 100.0).sin(), ), Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0); next.shoulder_l.position = Vec3::new( -s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothorir * 1.0, ); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm); next.shoulder_r.position = Vec3::new( s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2 - foothoril * 1.0, ); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm); next.torso.orientation = Quaternion::rotation_z(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(0.0, 0.0, s_a.grip.0); next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); #[allow(clippy::single_match)] match active_tool_kind { Some(ToolKind::Natural) => match ability_id { Some("common.abilities.custom.minotaur.cleave") => { next.upper_torso.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.9); next.lower_torso.orientation = Quaternion::rotation_x(move1 * -0.3 + move2 * 0.9); next.head.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * 0.5); next.control_l.position = Vec3::new(0.0, 4.0, 5.0); next.control_r.position = Vec3::new(0.0, 4.0, 5.0); next.weapon_l.position = Vec3::new( -12.0 + move2 * 5.0, -6.0 + move1 * 22.0 + move2 * 8.0, -18.0 + move1 * 16.0 + move2 * -19.0, ); next.weapon_r.position = Vec3::new( 12.0 + move2 * -5.0, -6.0 + move1 * 22.0 + move2 * 8.0, -18.0 + move1 * 14.0 + move2 * -19.0, ); next.torso.position = Vec3::new(0.0, move2 * 7.06, 0.0); next.second.scale = Vec3::one() * 1.0; next.weapon_l.orientation = Quaternion::rotation_x(-1.67 + move1 * 2.8 + tension * 0.03 + move2 * -2.3) * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5); next.weapon_r.orientation = Quaternion::rotation_x( -1.67 + move1 * 1.6 + tension * -0.03 + move2 * -0.7, ) * Quaternion::rotation_y( move1 * -0.3 + move2 * -0.5, ) * Quaternion::rotation_z(0.0); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.2 + move2 * 0.1); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.4 + move2 * -0.4); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0); next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 1.0); }, Some("common.abilities.custom.husk_brute.chargedmelee") => { next.second.scale = Vec3::one() * 0.0; next.head.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.6); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3); next.control_l.position = Vec3::new(-0.5, 4.0, 1.0); next.control_r.position = Vec3::new(-0.5, 4.0, 1.0); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0); next.weapon_l.position = Vec3::new(-12.0 + (move1 * 10.0).min(6.0), -1.0, -15.0); next.weapon_r.position = Vec3::new(12.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0); next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1) * Quaternion::rotation_z(move1 * -0.8); next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1) * Quaternion::rotation_z(move1 * 0.8); next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8); next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * 2.8 + move2 * -2.8); next.control.orientation = Quaternion::rotation_x(move1 * 2.5 + move2 * -2.0); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1); next.upper_torso.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.6); next.lower_torso.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6); if speed < 0.1 { next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move1 * -7.0 + move2 * 7.0, s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8) * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move1 * 5.0 + move2 * -5.0, s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3) * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4); } next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -0.6) * Quaternion::rotation_x(move2 * -0.4); }, Some("common.abilities.custom.tursus.tusk_stab") => { next.second.scale = Vec3::one() * 0.0; next.head.position = Vec3::new( 0.0, s_a.head.0 + move1 * 15.0, s_a.head.1 + move1 * 6.0 + move2 * -4.0, ); next.head.orientation = Quaternion::rotation_x(move1 * 1.3 + move2 * -0.7); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3); next.control_l.position = Vec3::new(-0.5, 4.0, 1.0); next.control_r.position = Vec3::new(-0.5, 4.0, 1.0); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0); next.weapon_l.position = Vec3::new(-16.0 + (move1 * 10.0).min(6.0), -1.0, -15.0); next.weapon_r.position = Vec3::new(16.0 + (move1 * -10.0).max(-6.0), -1.0, -15.0); next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1) * Quaternion::rotation_z(move1 * -0.8); next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1) * Quaternion::rotation_z(move1 * 0.8); next.shoulder_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.4 + move2 * 0.4); next.shoulder_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.4 + move2 * 0.4); next.control.orientation = Quaternion::rotation_x(move1 * -0.7 + move2 * 0.7); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1); next.upper_torso.orientation = Quaternion::rotation_x(move1 * 0.6 + move2 * -1.1); next.lower_torso.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.6); if speed < 0.1 { next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + move1 * -7.0 + move2 * 7.0, s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8) * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + move1 * 5.0 + move2 * -5.0, s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3) * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4); } }, _ => {}, }, _ => {}, } next } }