veloren/voxygen/anim/src/character/finishermelee.rs
2024-04-28 19:43:50 -04:00

591 lines
31 KiB
Rust

use super::{
super::{vek::*, Animation},
hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};
use core::f32::consts::{PI, TAU};
pub struct FinisherMeleeAnimation;
impl Animation for FinisherMeleeAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>, Option<AbilityInfo>);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_finisher_melee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_finisher_melee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(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.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
if matches!(stage_section, Some(StageSection::Action)) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
match ability_id {
Some("common.abilities.sword.basic_mighty_strike") => {
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.powf(0.1), 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 = 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.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(
s_a.sc.0 + move2 * 12.0,
s_a.sc.1,
s_a.sc.2 + move1 * 6.0 - move2 * 8.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + move1 * 1.6 + move2 * -2.6)
* Quaternion::rotation_y(move1 * -0.4 + move2 * 0.6)
* Quaternion::rotation_z(move1 * -0.2 + move2 * -0.2);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0 + 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_guillotine") => {
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.powi(2), 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 = 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);
next.control.position += Vec3::new(move1 * -1.0, move1 * 2.0, move1 * 8.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.4);
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.defensive_counter") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0),
Some(StageSection::Action) => {
(1.0, (anim_time.min(2.0 / 3.0) * 1.5).powi(2), 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 = 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.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) * Quaternion::rotation_z(move2 * -PI / 4.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.orientation = Quaternion::identity();
next.foot_r.position +=
Vec3::new(0.0, move1 * 4.0, (1.0 - (move1 - 0.5) * 2.0) * 2.0);
next.torso.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.chest.position += Vec3::new(0.0, move1 * 2.0, move1 * -3.0);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.5);
next.shorts.position += Vec3::new(0.0, move1 * 1.5, 0.0);
next.control.orientation.rotate_y(move1 * -1.5);
next.control.orientation.rotate_z(move1 * 0.8);
next.chest.orientation = Quaternion::rotation_z(move2 * -0.7);
next.head.orientation = Quaternion::rotation_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.5);
next.belt.orientation = Quaternion::rotation_z(move2 * 0.1);
next.control.orientation.rotate_z(move2 * -1.4);
next.control.orientation.rotate_x(move2 * 0.5);
next.control.position += Vec3::new(move2 * 7.0, 0.0, move2 * 6.0);
},
Some("common.abilities.axe.execute") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI);
next.control.orientation.rotate_x(move1 * 0.9);
next.chest.orientation.rotate_z(move1 * 1.2);
next.head.orientation.rotate_z(move1 * -0.5);
next.belt.orientation.rotate_z(move1 * -0.3);
next.shorts.orientation.rotate_z(move1 * -0.7);
next.control.position += Vec3::new(move1 * 4.0, move1 * -12.0, move1 * 11.0);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -5.0);
next.control.position += Vec3::new(move2 * -3.0, move2 * 12.0, move2 * -17.0);
next.control.orientation.rotate_z(move2 * 0.7);
},
Some("common.abilities.axe.maelstrom") => {
let (move1, move2_raw, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2_raw * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI);
next.control.orientation.rotate_x(move1 * 0.9);
next.chest.orientation.rotate_z(move1 * 1.2);
next.head.orientation.rotate_z(move1 * -0.5);
next.belt.orientation.rotate_z(move1 * -0.3);
next.shorts.orientation.rotate_z(move1 * -0.7);
next.control.position += Vec3::new(move1 * 4.0, move1 * -12.0, move1 * 11.0);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -5.0);
next.control.position += Vec3::new(move2 * 5.0, move2 * 12.0, move2 * -17.0);
next.control.orientation.rotate_y(move2 * -2.0);
next.control.orientation.rotate_z(move2 * -1.0);
next.torso.orientation.rotate_z(move2_raw * -4.0 * PI);
},
Some("common.abilities.axe.lacerate") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2_reset = ((move2 - 0.5).abs() - 0.5).abs() * 2.0;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2 + 10.0);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
next.chest.orientation.rotate_z(move1 * 1.2);
next.head.orientation.rotate_z(move1 * -0.7);
next.shorts.orientation.rotate_z(move1 * -0.9);
next.belt.orientation.rotate_z(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * -2.9);
next.head.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.0);
next.belt.orientation.rotate_z(move2 * 0.7);
next.control.orientation.rotate_x(move2_reset * -1.0);
next.control.orientation.rotate_z(move2 * -5.0);
next.control.position += Vec3::new(move2 * 17.0, move2 * 3.0, 0.0);
},
Some("common.abilities.axe.riptide") => {
let (move1, move2_raw, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2_reset = ((move2_raw - 0.5).abs() - 0.5).abs() * 2.0;
let move2 = move2_raw * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
next.chest.orientation.rotate_z(move1 * 1.2);
next.head.orientation.rotate_z(move1 * -0.7);
next.shorts.orientation.rotate_z(move1 * -0.9);
next.belt.orientation.rotate_z(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * -2.9);
next.head.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.0);
next.belt.orientation.rotate_z(move2 * 0.7);
next.control.orientation.rotate_x(move2_reset * -1.0);
next.control.orientation.rotate_z(move2 * -5.0);
next.control.position += Vec3::new(move2 * 17.0, move2 * 3.0, 0.0);
next.torso.orientation.rotate_z(move2_raw * -TAU)
},
Some("common.abilities.axe.keelhaul") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
next.control.orientation.rotate_z(move1 * -3.3);
next.control.orientation.rotate_x(move1 * 0.8);
next.control.position +=
Vec3::new(move1 * 4.0, move1 * 4.0 - move2 * 6.0, move1 * 10.0);
next.chest.orientation.rotate_z(move2 * 1.2);
next.head.orientation.rotate_z(move2 * -0.5);
next.belt.orientation.rotate_z(move2 * -0.3);
next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.2);
},
Some("common.abilities.axe.bulkhead") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI * 0.75 + move2 * PI * 0.25);
next.chest.orientation.rotate_z(move1 * 1.8);
next.head.orientation.rotate_z(move1 * -0.6);
next.belt.orientation.rotate_z(move1 * -0.4);
next.shorts.orientation.rotate_z(move1 * -1.3);
next.control.orientation.rotate_x(move1 * -0.8);
next.chest.orientation.rotate_z(move2 * -3.8);
next.head.orientation.rotate_z(move2 * 1.2);
next.belt.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 2.1);
next.control.orientation.rotate_x(move2 * 0.6);
next.control.orientation.rotate_z(move2 * -4.0);
next.control.position += Vec3::new(move2 * 12.0, move2 * -6.0, 0.0);
},
Some("common.abilities.axe.capsize") => {
let (move1, move2_raw, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2_raw * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI * 0.75 + move2 * PI * 0.25);
next.chest.orientation.rotate_z(move1 * 1.8);
next.head.orientation.rotate_z(move1 * -0.6);
next.belt.orientation.rotate_z(move1 * -0.4);
next.shorts.orientation.rotate_z(move1 * -1.3);
next.control.orientation.rotate_x(move1 * -0.8);
next.chest.orientation.rotate_z(move2 * -3.8);
next.head.orientation.rotate_z(move2 * 1.2);
next.belt.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 2.1);
next.control.orientation.rotate_x(move2 * 0.6);
next.control.orientation.rotate_z(move2 * -4.0);
next.control.position += Vec3::new(move2 * 12.0, move2 * -6.0, 0.0);
next.torso.orientation.rotate_z(move2_raw * -TAU);
},
Some("common.abilities.axe.fracture") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI / 2.0 + move2 * -0.5);
next.control.orientation.rotate_x(move1 * 0.0);
next.chest.orientation.rotate_x(move1 * -0.5);
next.chest.orientation.rotate_z(move1 * 0.7);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.1);
next.shorts.orientation.rotate_z(move1 * -0.4);
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_z(move2 * 0.9);
next.shorts.orientation.rotate_z(move2 * 1.3);
next.belt.orientation.rotate_z(move2 * 0.6);
next.control.orientation.rotate_x(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -3.5);
next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
},
Some("common.abilities.hammer.spine_cracker") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
twist_back(&mut next, move1, 1.9, 1.5, 0.5, 1.2);
next.head.position += Vec3::new(-2.0, 2.0, 0.0) * move1;
next.control.orientation.rotate_x(move1 * 1.8);
next.control.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.control.orientation.rotate_y(move1 * 0.4);
twist_forward(&mut next, move2, 2.1, 1.6, 0.4, 1.3);
next.control.orientation.rotate_z(move2 * 1.6);
next.control.position += Vec3::new(-16.0, 12.0, -8.0) * move2;
},
Some("common.abilities.hammer.lung_pummel") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
twist_back(&mut next, move1, 1.9, 0.7, 0.3, 1.2);
next.control.orientation.rotate_x(move1 * 1.2);
next.control.orientation.rotate_z(move1 * 1.0);
next.control.position += Vec3::new(-12.0, 0.0, 0.0) * move1;
twist_forward(&mut next, move2, 3.4, 1.4, 0.9, 2.1);
next.control.orientation.rotate_z(move2 * -4.0);
next.control.position += Vec3::new(12.0, 0.0, 14.0) * move2;
},
Some("common.abilities.hammer.helm_crusher") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
twist_back(&mut next, move1, 0.8, 0.3, 0.1, 0.5);
next.control.orientation.rotate_x(move1 * -0.8);
next.control.orientation.rotate_z(move1 * -1.6);
next.control.orientation.rotate_x(move1 * 2.8);
next.control.position += Vec3::new(-9.0, 0.0, 8.0) * move1;
next.control.orientation.rotate_z(move1 * -0.4);
twist_forward(&mut next, move2, 1.8, 0.7, 0.4, 1.1);
next.control.orientation.rotate_x(move2 * -5.0);
next.control.orientation.rotate_z(move2 * -1.0);
next.control.position += Vec3::new(-12.0, 0.0, -8.0) * move2;
},
Some("common.abilities.hammer.thunderclap") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
twist_back(&mut next, move1, 1.8, 0.9, 0.5, 1.1);
next.control.orientation.rotate_x(move1 * 2.4);
next.control.position += Vec3::new(-16.0, -8.0, 12.0) * move1;
next.control.orientation.rotate_z(move1 * PI / 2.0);
next.control.orientation.rotate_x(move1 * 0.6);
twist_forward(&mut next, move2, 2.4, 1.1, 0.6, 1.4);
next.control.orientation.rotate_x(move2 * -5.0);
next.control.position += Vec3::new(4.0, 12.0, -12.0) * move2;
next.control.orientation.rotate_z(move2 * 0.6);
},
Some("common.abilities.hammer.earthshaker") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.orientation.rotate_y(move1 * -PI);
next.hand_r.orientation.rotate_y(move1 * -PI);
next.control.orientation.rotate_x(2.4 * move1);
next.control.orientation.rotate_z(move1 * -PI / 2.0);
next.control.orientation.rotate_x(-0.6 * move1);
next.control.position += Vec3::new(-8.0, 0.0, 24.0) * move1;
next.chest.orientation.rotate_x(move1 * 0.5);
next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
next.control.orientation.rotate_x(move2 * -0.8);
next.control.position += Vec3::new(0.0, 0.0, -10.0) * move2;
next.chest.orientation.rotate_x(move2 * -0.8);
},
Some("common.abilities.hammer.judgement") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 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 = move1 * pullback;
let move2 = move2 * pullback;
next.control.orientation.rotate_x(2.4 * move1);
next.control.orientation.rotate_z(move1 * PI / 2.0);
next.control.orientation.rotate_x(-0.6 * move1);
next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
next.chest.orientation.rotate_x(move1 * 0.5);
next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
next.chest.orientation.rotate_x(-1.5 * move2);
next.belt.orientation.rotate_x(0.3 * move2);
next.shorts.orientation.rotate_x(0.6 * move2);
next.control.orientation.rotate_x(-3.0 * move2);
next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
},
_ => {},
}
next
}
}