use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, util::Dir, }; use core::f32::consts::PI; pub struct ShootAnimation; type ShootAnimationDependency = ( Option, (Option, Option), f32, Vec3, Vec3, Dir, f32, Option, ); impl Animation for ShootAnimation { type Dependency<'a> = ShootAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_shoot\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_shoot")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( ability_info, hands, velocity, orientation, last_ori, look_dir, _global_time, stage_section, ): 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 = 1.0; let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; let ori_angle = orientation.y.atan2(orientation.x); let lookdir_angle = look_dir.y.atan2(look_dir.x); let swivel = lookdir_angle - ori_angle; match ability_info.and_then(|a| a.tool) { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { let (move1, move2, 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 xmove = (move1 * 6.0 * lab + PI).sin(); let ymove = (move1 * 6.0 * lab + PI * (0.5)).sin(); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0); next.control.position = Vec3::new( s_a.stc.0 + (xmove * 3.0 + move1 * -4.0) * (1.0 - move3), s_a.stc.1 + (2.0 + ymove * 3.0 + move2 * 3.0) * (1.0 - move3), s_a.stc.2 + look_dir.z * 4.0, ); next.control.orientation = Quaternion::rotation_x(look_dir.z + s_a.stc.3 + (move2 * 0.6) * (1.0 - move3)) * Quaternion::rotation_y(s_a.stc.4 + (move1 * 0.5 + move2 * -0.5)) * Quaternion::rotation_z( s_a.stc.5 - (0.2 + move1 * -0.5 + move2 * 0.8) * (1.0 - move3), ); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(look_dir.z * 0.7) * Quaternion::rotation_z( tilt * -2.5 + (move1 * -0.2 + move2 * -0.4) * (1.0 - move3), ); next.chest.orientation = Quaternion::rotation_z(swivel * 0.8); next.torso.orientation = Quaternion::rotation_z(swivel * 0.2); }, Some(ToolKind::Bow) => { 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.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.bhl.0 + move2 * -8.0, s_a.bhl.1 + move2 * -10.0, s_a.bhl.2, ); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3) * Quaternion::rotation_y(move2 * 0.7); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); next.hold.position = Vec3::new(0.0, -1.0 + move2 * 2.0, -5.2 + move2 * 7.0); next.hold.orientation = Quaternion::rotation_x(-PI / 2.0); next.hold.scale = Vec3::one() * 1.0 * (1.0 - move2); next.control.position = Vec3::new( s_a.bc.0 + 11.0 + move2 * 2.0, s_a.bc.1 + 2.0 + (look_dir.z * -5.0).min(-2.0) + move2 * -1.0, s_a.bc.2 + 8.0 + (look_dir.z * 15.0).max(-8.0), ); next.control.orientation = Quaternion::rotation_x(look_dir.z) * Quaternion::rotation_y(-look_dir.z + s_a.bc.4 - 1.25) * Quaternion::rotation_z(s_a.bc.5 - 0.2 + move2 * -0.1); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(look_dir.z * 0.7) * Quaternion::rotation_z(tilt * -0.0); next.chest.orientation = Quaternion::rotation_z(swivel * 0.8 + 0.8 + move2 * 0.5); next.torso.orientation = Quaternion::rotation_z(swivel * 0.2); next.shoulder_l.orientation = Quaternion::rotation_x(move2 * 0.5); }, _ => {}, } next.back.orientation = Quaternion::rotation_x(-0.3); next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }