use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; use core::f32::consts::PI; pub struct ChargeswingAnimation; type ChargeswingAnimationDependency<'a> = ( (Option, Option), Option<&'a str>, Option, Option, ); impl Animation for ChargeswingAnimation { type Dependency<'a> = ChargeswingAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_chargeswing\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (hands, ability_id, stage_section, ability_info): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); next.main_weapon_trail = true; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.off_weapon_trail = true; match ability_id { Some("common.abilities.sword.basic_thrust") => { let (move1, move2, move3, tension) = match stage_section { Some(StageSection::Charge) => ( anim_time.powf(0.25).min(1.0), 0.0, 0.0, (anim_time * 20.0).sin() - 0.5, ), Some(StageSection::Action) => (1.0, anim_time.powi(2), 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 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9) * Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0) * Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3); next.chest.orientation = Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2); next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3); next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4); }, Some("common.abilities.sword.heavy_slam") => { let (move1, move2, move3, tension) = match stage_section { Some(StageSection::Charge) => ( anim_time.powf(0.25).min(1.0), 0.0, 0.0, (anim_time * 20.0).sin(), ), Some(StageSection::Action) => (1.0, anim_time.powi(2), 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 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.7); next.control .orientation .rotate_x(move1 * 1.4 + tension / 50.0); next.control.position += Vec3::new(move1 * -1.0, move1 * 2.0, move1 * 8.0) + Vec3::one() * tension / 4.0; next.chest.orientation = Quaternion::rotation_z(move1 * 0.4 + tension / 50.0); if move2 < f32::EPSILON { next.main_weapon_trail = false; next.off_weapon_trail = false; } next.control.orientation.rotate_x(move2 * -3.0); next.control.orientation.rotate_z(move2 * -0.4); next.control.position += Vec3::new(move2 * 10.0, 0.0, move2 * -10.0); next.chest.orientation.rotate_z(move2 * -0.6); }, Some("common.abilities.sword.crippling_deep_rend") => { let (move1, move2, tension, move3, move4) = match stage_section { Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0), Some(StageSection::Charge) => { (1.0, anim_time.min(1.0), (anim_time * 20.0).sin(), 0.0, 0.0) }, Some(StageSection::Action) => (1.0, 1.0, 0.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 1.0, 0.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0, 0.0), }; let move1pre = move1.min(0.5) * 2.0; let move1post = move1.max(0.5) * 2.0 - 1.0; let pullback = 1.0 - move4; let move1pre = move1pre * pullback; let move1post = move1post * pullback; let move2 = move2 * pullback; let move3 = move3 * pullback; 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1pre * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1pre * PI / 2.0); next.foot_r.position += Vec3::new(0.0, move1pre * -3.0, 0.0); next.foot_r.orientation.rotate_z(move1pre * -1.2); next.chest.orientation = Quaternion::rotation_z(move1pre * -1.3); next.head.orientation = Quaternion::rotation_z(move1pre * 0.7); next.belt.orientation = Quaternion::rotation_z(move1pre * 0.4); next.shorts.orientation = Quaternion::rotation_z(move1pre * 0.8); next.control.orientation.rotate_y(move1pre * -1.5); next.control.orientation.rotate_z(move1pre * 0.0); next.control.position += Vec3::new(move1pre * 12.0, 0.0, 0.0); next.chest.orientation.rotate_z(move1post * 1.2); next.head.orientation.rotate_z(move1post * -0.7); next.belt.orientation.rotate_z(move1post * -0.3); next.shorts.orientation.rotate_z(move1post * -0.8); next.foot_r.orientation.rotate_z(move1post * 1.2); next.foot_r.orientation.rotate_x(move1post * -0.6); next.control.orientation.rotate_z(move1post * -1.2); next.control.position += Vec3::new(0.0, move1post * 4.0, move1post * 3.0); next.control .orientation .rotate_y(move2 * -2.0 + tension / 10.0); next.chest.orientation.rotate_z(move2 * -0.4 + move3 * -1.4); next.control .orientation .rotate_z(move2 * 0.3 + move3 * -1.2); next.head.orientation.rotate_z(move2 * 0.2 + move3 * 0.7); next.belt.orientation.rotate_z(move3 * 0.3); next.shorts.orientation.rotate_z(move2 * 0.2 + move3 * 0.7); next.chest .orientation .rotate_y(move2 * -0.3 - tension / 100.0); next.foot_r.orientation.rotate_z(move3 * -1.5); }, Some("common.abilities.sword.cleaving_spiral_slash") => { let (move1, tension, move2, move3) = match stage_section { Some(StageSection::Charge) => ( anim_time.powf(0.25).min(1.0), (anim_time * 15.0).sin(), 0.0, 0.0, ), Some(StageSection::Action) => (1.0, 0.0, anim_time, 0.0), Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move2_no_pullback = move2; let move2_pre = move2.min(0.3) * 10.0 / 3.0; let move1 = move1 * pullback; let move2 = move2 * pullback; let move2_pre = move2_pre * pullback; 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.chest.orientation = Quaternion::rotation_z(move1 * 1.2 + tension / 50.0); next.head.orientation = Quaternion::rotation_z(move1 * -0.7); next.belt.orientation = Quaternion::rotation_z(move1 * -0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8); next.control.orientation.rotate_x(move1 * 0.2); next.foot_r .orientation .rotate_x(move1 * -0.4 + move2_pre * 0.4); next.foot_r.orientation.rotate_z(move1 * 1.4); next.control.orientation.rotate_y(move2_pre * -1.6); next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0); next.torso.orientation.rotate_z(move2_no_pullback * -6.28); next.chest.orientation.rotate_z(move2 * -2.0); next.head.orientation.rotate_z(move2 * 1.3); next.belt.orientation.rotate_z(move2 * 0.6); next.shorts.orientation.rotate_z(move2 * 1.5); next.foot_r.orientation.rotate_z(move2_pre * -1.7); next.control.orientation.rotate_z(move2 * -1.8); next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0); }, _ => { let lab: f32 = 1.0; let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); // end spin stuff let (move1base, move2base, movement3, tension, test) = match stage_section { Some(StageSection::Charge) => ( (anim_time.powf(0.25)).min(1.0), 0.0, 0.0, (anim_time * 18.0 * lab).sin(), 0.0, ), Some(StageSection::Action) => { (1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4)) }, Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0), _ => (0.0, 0.0, 0.0, 0.0, 0.0), }; if matches!( stage_section, Some(StageSection::Charge | StageSection::Action | StageSection::Recover) ) { next.main_weapon_trail = true; next.off_weapon_trail = true; } let pullback = 1.0 - movement3; let move1 = move1base * pullback; let move2 = move2base * pullback; let slowrise = test * pullback; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.chest.orientation = Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5)); next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0)); next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5)); next.head.position = Vec3::new( 0.0 + (move1 * -1.0 + move2 * 2.0), s_a.head.0 + (move1 * 1.0), s_a.head.1, ); next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); } match hands { #[allow(clippy::single_match)] (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 + (move2 * -8.0)); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * 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_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new( s_a.hc.0 + (move1 * -2.0 + move2 * -8.0), s_a.hc.1 + (move1 * 2.0 + move2 * 6.0), s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0), ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0)) * Quaternion::rotation_y( s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0), ) * Quaternion::rotation_z( s_a.hc.5 + (move1 * 0.2 + move2 * -1.0), ); }, _ => {}, } }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.control_l.position = Vec3::new( -7.0 + move1 * 4.0, 8.0 + move1 * 2.0 + move2 * 4.0, 2.0 + move1 * -1.0 + slowrise * 20.0, ); next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0) * Quaternion::rotation_y( tension * 0.07 + move1 * -1.2 + slowrise * 0.5, ) * Quaternion::rotation_z(move2 * 1.0); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, _ => {}, }, (_, _) => {}, }; match hands { #[allow(clippy::single_match)] (None | Some(Hands::One), Some(Hands::One)) => { match ability_info.and_then(|a| a.tool) { Some(ToolKind::Hammer) => { next.control_r.position = Vec3::new( 7.0 + move1 * 1.0 + move2 * -20.0, 8.0 + move1 * 1.0 + move2 * 4.0, 2.0 + move1 * -3.0 + slowrise * 20.0, ); next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0) * Quaternion::rotation_y( tension * -0.07 + move1 * -2.0 + slowrise * 1.5, ) * Quaternion::rotation_z(move2 * 1.0); 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 } }