use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use core::f32::consts::PI;
pub struct EquipAnimation;
impl Animation for EquipAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32, f32);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_equip\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_equip")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let equip_slow = 1.0 + (anim_time * 12.0 + PI).cos();
let equip_slowa = 1.0 + (anim_time * 12.0 + PI / 4.0).cos();
next.hand_l.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(-PI / 2.0);
next.hand_r.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(PI / 2.0);
next.control.position = Vec3::new(equip_slowa * -1.5, 0.0, equip_slow * 1.5);
match active_tool_kind {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(-18.0, -8.0, -1.0);
next.hand_r.position = Vec3::new(-16.0, -7.5, -4.0);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(-7.0, -5.0, 17.0);
next.hand_r.position = Vec3::new(-5.0, -4.5, 14.0);
},
Some(ToolKind::Hammer) => {
next.hand_l.position = Vec3::new(-15.0, -7.0, 3.0);
next.hand_r.position = Vec3::new(-13.0, -6.5, 0.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_l.position = Vec3::new(4.0, -6.0, 0.0);
next.hand_r.position = Vec3::new(6.0, -6.0, 6.0);
next.hand_l.orientation =
Quaternion::rotation_y(2.2) * Quaternion::rotation_z(PI / 2.0);
next.hand_r.orientation =
Quaternion::rotation_y(2.2) * Quaternion::rotation_z(-PI / 2.0);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(-9.0, -5.0, -8.0);
next.hand_r.position = Vec3::new(-7.75, -4.5, -10.0);
},
_ => {},
}
next
}
}