use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{ comp::item::tool::{AbilitySpec, ToolKind}, states::utils::StageSection, }; use core::f32::consts::PI; pub struct ShootAnimation; type ShootAnimationDependency<'a> = ( Option, (Option, Option<&'a AbilitySpec>), Vec3, Vec3, Vec3, f32, Option, f32, Option<&'a str>, ); impl Animation for ShootAnimation { type Dependency<'a> = ShootAnimationDependency<'a>; type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, _second_tool, velocity, _orientation, _last_ori, _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 speed = Vec2::::from(velocity).magnitude(); let mut next = (*skeleton).clone(); 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()) * speednorm; 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()) * speednorm; 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(0.8 + 1.2 * 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(0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(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); match active_tool_kind { Some(ToolKind::Sword) => match ability_id { Some("common.abilities.custom.dullahan.knife_rain") | Some("common.abilities.custom.dullahan.fierce_darts") => { let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.main.position = Vec3::new(-10.0, -8.0, 12.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 + 4.0, s_a.hand.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 4.0, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.5) * Quaternion::rotation_y(move1 * -1.0 + move2 * 1.5); next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.5) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.5); next.upper_torso.orientation = Quaternion::rotation_y(move1 * -0.1 + move2 * 0.1) * Quaternion::rotation_z(move1 * -0.1 + move2 * 0.1); next.foot_l.orientation = Quaternion::rotation_y(move1 * 0.3 + move2 * -0.3); next.foot_r.orientation = Quaternion::rotation_y(move1 * 0.3 + move2 * -0.3); }, _ => {}, }, Some(ToolKind::Hammer) => match ability_id { Some("common.abilities.custom.cyclops.optic_blast") => { let (move1base, _move1shake, move2base, move3) = match stage_section { Some(StageSection::Buildup) => { (anim_time, (anim_time * 10.0 + PI).sin(), 0.0, 0.0) }, Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.head.orientation = Quaternion::rotation_x(move1 * 0.25 + move2 * -0.25) * Quaternion::rotation_z(move1 * 0.25); next.torso.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.1 + move2 * 0.1) * Quaternion::rotation_z(move1 * -0.1 + move2 * 0.1); next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3); next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3); next.main.position = Vec3::new(0.0, -10.0, 3.0); next.main.orientation = Quaternion::rotation_x(PI / -2.0); next.weapon_l.position = Vec3::new( -s_a.hand.0 - 3.0 * move1, s_a.hand.1 + 4.0 + 8.0 * move1, -15.0 + 2.0 * move1, ); next.weapon_l.orientation = Quaternion::rotation_x(move1 * 0.6); next.hand_r.position = Vec3::new( s_a.hand.0 + 6.0 * move1, s_a.hand.1 + 4.0, s_a.hand.2 + 6.0 * move1, ); next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.0) * Quaternion::rotation_y(move1 * -1.4); next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6) * Quaternion::rotation_y(move1 * 0.5); next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * -0.5); }, Some("common.abilities.adlet.elder.trap") => { let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time, 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1abs = move1base * pullback; let move2abs = move2base * pullback; next.main.position = Vec3::new(-10.0, -8.0, 12.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0); next.hand_r.orientation = Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7) * Quaternion::rotation_y(0.0 + move1abs * -0.7); next.hand_l.orientation = Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7); next.hand_r.orientation = Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7); next.shoulder_l.orientation = Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7); next.shoulder_r.orientation = Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7); next.head.orientation = Quaternion::rotation_x(move1abs * 0.4 + move2abs * -0.2); }, _ => {}, }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { let (move1base, move1shake, move2base, move3) = match stage_section { Some(StageSection::Buildup) => { (anim_time, (anim_time * 10.0 + PI).sin(), 0.0, 0.0) }, Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.control_l.position = Vec3::new(-1.0, 3.0, 12.0); next.control_r.position = Vec3::new(1.0, 2.0, 2.0); next.control.position = Vec3::new( -3.0, 3.0 + s_a.grip.0 / 1.2 + move1 * 4.0 + move2 + move1shake * 2.0 + move2 * -2.0, -11.0 + -s_a.grip.0 / 2.0 + move1 * 3.0, ); next.head.orientation = Quaternion::rotation_x(move1 * -0.15) * Quaternion::rotation_y(move1 * 0.25) * Quaternion::rotation_z(move1 * 0.25); next.jaw.orientation = Quaternion::rotation_x(move1 * -0.5); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.5) * Quaternion::rotation_y(move1 * -0.4); next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.5) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * -0.2 + move1shake * 0.1) * Quaternion::rotation_y(-0.1 + move1 * 0.8 + move2 * -0.3); 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 + 0.8 * 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)); }, Some(ToolKind::Bow) => { let (move1base, move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2base * pullback; next.control_l.position = Vec3::new(-1.0, -2.0 + move2 * -7.0, -3.0); next.control_r.position = Vec3::new(0.0, 4.0, 1.0); next.control.position = Vec3::new( -1.0 + move1 * 2.0, 6.0 + s_a.grip.0 / 1.2 + move1 * 7.0, -5.0 + -s_a.grip.0 / 2.0 + move1 * s_a.height * 3.4, ); next.control_l.orientation = Quaternion::rotation_x(move1 * 0.2 + PI / 2.0 + move2 * 0.4) * Quaternion::rotation_y(-0.2); next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + move1 * 0.4) * Quaternion::rotation_y(0.4) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_y(1.0 + move1 * -0.4) * Quaternion::rotation_z(-0.1); next.head.orientation = Quaternion::rotation_z(move1 * 0.25); 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 * 1.2 + 1.2 * speednorm + (footrotr * -0.2)); 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 + 1.2 * speednorm + (footrotl * -0.2)); }, Some(ToolKind::Axe) => { let (move1base, move2, move3) = match stage_section { Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0), Some(StageSection::Action) => (1.0, (anim_time), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; let move2 = move2 * pullback; next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * -0.5); next.head.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(move1 * 0.3) * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.5); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(move1 * 5.0); next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0); next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); next.control_l.position = Vec3::new(-1.0, 2.0, 12.0); next.control_r.position = Vec3::new(1.0 + move1 * 40.0, 2.0, -2.0 + move1 * 10.0); next.control.position = Vec3::new( 4.0 + move1 * -25.0, 0.0 + s_a.grip.0 / 1.0 + move1 * -6.0, -s_a.grip.0 / 0.8 + move1 * 10.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1 * 0.3) * Quaternion::rotation_y(-0.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * 1.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * 0.0) * Quaternion::rotation_y(-1.8 + move1 * 2.0) * Quaternion::rotation_z(0.0 + move1 * -0.0); next.upper_torso.orientation = Quaternion::rotation_y(move1 * 0.3); next.lower_torso.orientation = Quaternion::rotation_y(move1 * -0.3); next.torso.position = Vec3::new(move1, 0.0, 0.0); }, Some(ToolKind::Natural) => match ability_id { Some("common.abilities.custom.wendigomagic.frostbomb") => { let (move1base, _move2base, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; next.control_l.position = Vec3::new(-9.0 + move1 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5); next.control_r.position = Vec3::new(9.0 + move1 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5); next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(-0.15) * Quaternion::rotation_z(move1 * 0.5); next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5) * Quaternion::rotation_y(0.15) * Quaternion::rotation_z(move1 * -0.5); next.head.orientation = Quaternion::rotation_x(move1 * -0.3); }, Some("common.abilities.custom.yeti.snowball") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; next.second.scale = Vec3::one() * 0.0; next.head.orientation = Quaternion::rotation_x(move1 * 0.4); 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, -1.0, -15.0); next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0); next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1); next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1); let twist = move1 * 0.8 + move3 * -0.8; 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 * 0.8 + move2 * -1.1) * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3); next.lower_torso.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1) * Quaternion::rotation_z(twist); next.arm_control_r.orientation = Quaternion::rotation_x(move1 * PI / 2.0) * Quaternion::rotation_y(move1 * -PI / 2.0 + move2 * 2.5); //* Quaternion::rotation_y(move1 * -PI/2.0) //* Quaternion::rotation_z(move1 * -PI/2.0); next.arm_control_r.position = Vec3::new(0.0, move1 * 10.0 + move2 * -10.0, 0.0); }, Some("common.abilities.custom.harvester.explodingpumpkin") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; next.control_l.position = Vec3::new(1.0, 2.0, 8.0); next.control_r.position = Vec3::new(1.0, 1.0, -2.0); next.control.position = Vec3::new(-7.0, 0.0 + s_a.grip.0 / 1.0, -s_a.grip.0 / 0.8); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI); next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2) * Quaternion::rotation_y(-1.0) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8); next.head.orientation = Quaternion::rotation_x(move1 * 0.2); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3); let twist = move1 * 0.8 + move3 * -0.8; next.upper_torso.position = Vec3::new( 0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0, ); next.upper_torso.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1) * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3); next.lower_torso.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1) * Quaternion::rotation_z(-twist + move1 * 0.4); 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(-0.4); next.shoulder_r.position = Vec3::new( s_a.shoulder.0 + move2 * -2.0, s_a.shoulder.1, s_a.shoulder.2, ); next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -PI / 2.0) * Quaternion::rotation_x(move2 * 2.0) * Quaternion::rotation_z(move1 * -PI / 2.0); next.hand_r.position = Vec3::new( -s_a.grip.1 + move1 * -2.0 + move2 * 8.0, 0.0 + move1 * 6.0, s_a.grip.0 + move1 * 18.0 + move2 * -19.0, ); next.hand_r.orientation = Quaternion::rotation_x(move1 * -3.0 + move2 * 3.0) * Quaternion::rotation_y(move1 * 0.5 + move2 * -1.5) * Quaternion::rotation_z(move1 * -1.5); if speed == 0.0 { next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1, s_a.foot.2 + move1 * 4.0 + move2 * -4.0, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6); } }, _ => {}, }, _ => {}, } next } }