use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use core::f32::consts::PI;
pub struct ChargeAnimation;
impl Animation for ChargeAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f32,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_charge\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, _global_time): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab: f32 = 1.0;
let foot = ((5.0 / (0.2 + 4.8 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
let foote = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 8.0 + PI / 2.0).sin()).powi(2)))
.sqrt())
* ((anim_time * lab * 8.0).sin());
let stress = ((5.0 / (0.5 + 4.5 * ((anim_time * lab * 20.0).cos()).powi(2))).sqrt())
* ((anim_time * lab * 20.0).cos());
let quick = ((5.0 / (3.5 + 1.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
let stop = (anim_time.powf(0.3)).min(1.2);
let stopa = (anim_time.powf(0.9)).min(5.0);
let ori: Vec2<f32> = 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;
next.head.position = Vec3::new(stop * -2.0, -1.5 + stop * 2.5 + s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3);
next.head.scale = Vec3::one();
next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation =
Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
match active_tool_kind {
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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 + quick * 3.5 * (1.0 / (stopa + 0.1)),
s_a.stc.1,
s_a.stc.2 - stop * 3.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + stop * -0.2)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5 + stop * 0.2);
},
Some(ToolKind::Bow) => {
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, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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, -15.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(
3.0 + s_a.bc.0 + stop * 13.0,
-5.0 + s_a.bc.1 + stop * 4.0,
6.0 + s_a.bc.2,
);
next.control.orientation = Quaternion::rotation_x(0.2 + s_a.bc.3)
* Quaternion::rotation_y(-0.8 + s_a.bc.4 + stop * -0.4)
* Quaternion::rotation_z(s_a.bc.5 + stop * -0.6);
},
_ => {},
}
if velocity > 0.2 {
next.foot_l.position = Vec3::new(
-s_a.foot.0 - foot * 1.5,
s_a.foot.1 + foote * 2.0,
s_a.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(foote * -0.1)
* Quaternion::rotation_z(0.4)
* Quaternion::rotation_y(0.15);
next.foot_r.position = Vec3::new(
s_a.foot.0 + foot * 1.5,
s_a.foot.1 + foote * -1.5,
s_a.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.4);
} else {
next.foot_l.position = Vec3::new(
-s_a.foot.0,
-2.5 + stop * -1.3,
s_a.foot.2 + tilt * -4.0 * foot,
);
next.foot_l.orientation =
Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02)
* Quaternion::rotation_z(stop * 0.1)
* Quaternion::rotation_y(stop * 0.08);
next.foot_r.position =
Vec3::new(s_a.foot.0, 3.5 + stop * 1.5, s_a.foot.2 + tilt * 4.0 * foot);
next.foot_r.orientation =
Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
}
next
}
}