use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use core::f32::consts::{PI, TAU};
pub struct RapidMeleeAnimation;
impl Animation for RapidMeleeAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_rapidmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_rapidmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let lab: f32 = 0.65 * s_a.tempo;
let speednorm = (speed / 12.0).powf(0.4);
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 1.4).sin());
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab + PI * 0.4).sin());
let (move1base, move2, move3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time.powf(0.25)), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 0.05).sin() - 0.05, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothorir * 1.0,
);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1,
s_a.shoulder.2 - foothoril * 1.0,
);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
next.torso.orientation = Quaternion::rotation_z(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.grip.1, 0.0, s_a.grip.0);
next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
#[allow(clippy::single_match)]
match active_tool_kind {
Some(ToolKind::Staff) => {
next.head.orientation = Quaternion::rotation_x(move1 * -0.3 + move2 * 0.5);
next.control_l.position = Vec3::new(
-1.0 + move1 * -10.0 + move2 * -10.0,
3.0,
12.0 + move1 * 7.0,
);
next.control_r.position = Vec3::new(
1.0 + move1 * 10.0 + move2 * -10.0,
2.0 + move1 * -0.0,
2.0 + move1 * 15.0,
);
next.control.position = Vec3::new(
-3.0 + move1 * 3.0,
3.0 + s_a.grip.0 / 1.2 + move1 * 18.0,
-11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
* Quaternion::rotation_y(-0.5 + move1 * 0.3)
* Quaternion::rotation_z(move1 * 0.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.0)
* Quaternion::rotation_y(0.5 + move1 * -0.3)
* Quaternion::rotation_z(move2 * 1.0);
next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 0.8)
* Quaternion::rotation_y(-0.1 + move1 * 0.1 + move2 * 1.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5);
next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.8);
next.torso.position = Vec3::new(0.0, 0.0, move1 * 6.4);
},
Some(ToolKind::Axe) => {
let (move1base, 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),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2ret = move2 * pullback;
next.shoulder_r.orientation =
Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
next.head.orientation = Quaternion::rotation_x(move2ret * 0.7)
* Quaternion::rotation_y(move1 * 0.3)
* Quaternion::rotation_z(move1 * -0.2 - move2ret * 0.5);
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.grip.1, 0.0, s_a.grip.0);
next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
next.control.position = Vec3::new(
4.0 + move1 * -25.0,
0.0 + s_a.grip.0 / 1.0 + move1 * -TAU,
-s_a.grip.0 / 0.8 + move1 * 10.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + move1 * 0.3) * Quaternion::rotation_y(-0.0);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.2)
* Quaternion::rotation_y(-1.8 + move1 * -1.0)
* Quaternion::rotation_z(0.0 + move1 * -1.5);
next.upper_torso.orientation = Quaternion::rotation_y(move1 * -0.4);
next.lower_torso.orientation = Quaternion::rotation_y(move1 * 0.5);
next.torso.position = Vec3::new(move1 * -2.0, 0.0, 0.0);
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.orientation = Quaternion::rotation_x(move1 * -0.5);
next.foot_r.orientation =
Quaternion::rotation_x(move1 * -0.5) * Quaternion::rotation_y(move1 * -0.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.torso.orientation = Quaternion::rotation_z(move2 * -TAU);
},
_ => {},
}
next
}
}