use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use core::f32::consts::{PI, TAU}; pub struct SpinMeleeAnimation; impl Animation for SpinMeleeAnimation { type Dependency<'a> = ( Option, Option, Vec3, f32, Option, f32, ); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_spinmelee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spinmelee")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): 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, move2, move3) = match stage_section { Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0), Some(StageSection::Action) => (1.0, (anim_time * 0.05).sin() - 0.05, 0.0), Some(StageSection::Recover) => (1.0, 0.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1base * pullback; 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(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); #[allow(clippy::single_match)] match active_tool_kind { Some(ToolKind::Staff) => { next.head.orientation = Quaternion::rotation_x(move1 * -0.3 + move2 * 0.5); next.control_l.position = Vec3::new( -1.0 + move1 * -10.0 + move2 * -10.0, 3.0, 12.0 + move1 * 7.0, ); next.control_r.position = Vec3::new( 1.0 + move1 * 10.0 + move2 * -10.0, 2.0 + move1 * -0.0, 2.0 + move1 * 15.0, ); next.control.position = Vec3::new( -3.0 + move1 * 3.0, 3.0 + s_a.grip.0 / 1.2 + move1 * 18.0, -11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0, ); next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2) * Quaternion::rotation_y(-0.5 + move1 * 0.3) * Quaternion::rotation_z(move1 * 0.0); next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.0) * Quaternion::rotation_y(0.5 + move1 * -0.3) * Quaternion::rotation_z(move2 * 1.0); next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 0.8) * Quaternion::rotation_y(-0.1 + move1 * 0.1 + move2 * 1.0); next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5); next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.8); next.torso.position = Vec3::new(0.0, 0.0, move1 * 6.4); }, 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 move2ret = move2 * pullback; next.shoulder_r.orientation = Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5); next.head.orientation = Quaternion::rotation_x(move2ret * 0.7) * Quaternion::rotation_y(move1 * 0.3) * Quaternion::rotation_z(move1 * -0.2 - move2ret * 0.5); 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.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, 2.0, -2.0); next.control.position = Vec3::new( 4.0 + move1 * -25.0, 0.0 + s_a.grip.0 / 1.0 + move1 * -TAU, -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) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.2) * Quaternion::rotation_y(-1.8 + move1 * -1.0) * Quaternion::rotation_z(0.0 + move1 * -1.5); next.upper_torso.orientation = Quaternion::rotation_y(move1 * -0.4); next.lower_torso.orientation = Quaternion::rotation_y(move1 * 0.5); next.torso.position = Vec3::new(move1 * -2.0, 0.0, 0.0); next.leg_l.orientation = Quaternion::rotation_x(0.0); next.leg_r.orientation = Quaternion::rotation_x(move1 * -0.5); next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_y(move1 * -0.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2); next.torso.orientation = Quaternion::rotation_z(move2 * -TAU); }, _ => {}, } next } }