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use super::{
    super::{vek::*, Animation},
    BipedLargeSkeleton, SkeletonAttr,
};
use common::{
    comp::item::{AbilitySpec, ToolKind},
    states::utils::StageSection,
};
use std::f32::consts::PI;

pub struct SpriteSummonAnimation;

type SpriteSummonAnimationDependency<'a> = (
    Option<ToolKind>,
    (Option<ToolKind>, Option<&'a AbilitySpec>),
    f32,
    f32,
    Option<StageSection>,
    Option<&'a str>,
);
impl Animation for SpriteSummonAnimation {
    type Dependency<'a> = SpriteSummonAnimationDependency<'a>;
    type Skeleton = BipedLargeSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"biped_large_sprite_summon\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_sprite_summon")]
    #[allow(clippy::single_match)] // TODO: Pending review in #587
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (
            active_tool_kind,
            _second_tool_kind,
            _global_time,
            velocity,
            stage_section,
            ability_id,
        ): 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_x(0.0);

        next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
        next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);

        next.hand_l.orientation = Quaternion::rotation_x(0.0);
        next.hand_r.orientation = Quaternion::rotation_x(0.0);

        match active_tool_kind {
            Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Sceptre) => {
                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 move2 = move2 * pullback;
                let move2cyc = (move2 * 10.0).sin() * pullback;

                next.shoulder_r.orientation =
                    Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
                next.shoulder_l.orientation =
                    Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
                next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
                    * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);

                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.main.orientation = Quaternion::rotation_x(move2 * -0.5);

                next.control_l.position =
                    Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
                next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);

                next.control.position = Vec3::new(
                    4.0 + move1 * 5.0 + move2 * 10.0,
                    0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
                    -s_a.grip.0 / 0.8 + move1 * -2.0,
                );

                next.control_l.orientation =
                    Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
                        * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
                next.control_r.orientation =
                    Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
                        * Quaternion::rotation_y(move1 * 0.5)
                        * Quaternion::rotation_z(0.0);
                next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
                    * Quaternion::rotation_y(-1.8 + move1 * -0.0)
                    * Quaternion::rotation_z(0.0 + move1 * -2.5);

                next.torso.position = Vec3::new(0.0, 0.0, 0.0);
                next.upper_torso.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
                    * Quaternion::rotation_y(move2 * 0.1);

                next.lower_torso.orientation = Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
                    * Quaternion::rotation_y(move2 * -0.1);
            },
            Some(ToolKind::Natural) => match ability_id {
                Some(
                    "common.abilities.custom.harvester.ensnaringvines_sparse"
                    | "common.abilities.custom.harvester.ensnaringvines_dense",
                ) => {
                    let (move1, move1pow, move2, move3) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.1), 0.0, 0.0),
                        Some(StageSection::Action) => {
                            (1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
                        },
                        Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
                        _ => (0.0, 0.0, 0.0, 0.0),
                    };

                    let speed = Vec2::<f32>::from(velocity).magnitude();

                    let pullback = 1.0 - move3;
                    let move1 = move1 * pullback;
                    let move1pow = move1pow * pullback;
                    let move2 = move2 * pullback;

                    next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);

                    let twist = move1 * 0.8 + move3 * -0.8;
                    next.upper_torso.position = Vec3::new(
                        0.0,
                        s_a.upper_torso.0,
                        s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
                    );
                    next.upper_torso.orientation =
                        Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
                            * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);

                    next.lower_torso.orientation =
                        Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
                            * Quaternion::rotation_z(-twist + move1 * 0.4);

                    next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
                    next.control_r.position = Vec3::new(1.0, 1.0, -2.0);

                    next.control.position = Vec3::new(
                        -7.0 + move1pow * 7.0,
                        0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
                        -s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
                    );

                    next.control_l.orientation =
                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
                        * Quaternion::rotation_y(-1.0)
                        * Quaternion::rotation_z(0.0);

                    next.control.orientation =
                        Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
                            * Quaternion::rotation_y(-PI);

                    next.shoulder_l.position =
                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
                    next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + move1pow * 1.6);
                    next.shoulder_r.orientation =
                        Quaternion::rotation_y(0.4) * Quaternion::rotation_x(0.4 + move1pow * 1.0);

                    if speed == 0.0 {
                        next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);

                        next.foot_l.position = Vec3::new(
                            -s_a.foot.0,
                            s_a.foot.1,
                            s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
                        );
                        next.foot_l.orientation =
                            Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
                    }
                },
                Some("common.abilities.custom.minotaur.ironspike_targeted") => {
                    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 move2 = move2 * pullback;
                    let move2cyc = (move2 * 10.0).sin() * pullback;

                    next.shoulder_r.orientation =
                        Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
                    next.shoulder_l.orientation =
                        Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.5);
                    next.head.orientation = Quaternion::rotation_x(move1 * -0.2)
                        * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.2);

                    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.main.orientation = Quaternion::rotation_x(move2 * -0.5);

                    next.control_l.position =
                        Vec3::new(-1.0 + move1 * 16.0, 2.0, 12.0 + move1 * 20.0 + move2 * 20.0);
                    next.control_r.position = Vec3::new(1.0, 2.0 + move1 * 3.0, -2.0);

                    next.control.position = Vec3::new(
                        4.0 + move1 * 5.0 + move2 * 10.0,
                        0.0 + s_a.grip.0 / 1.0 + move1 * 5.0 + move2 * -5.0,
                        -s_a.grip.0 / 0.8 + move1 * -2.0,
                    );

                    next.control_l.orientation =
                        Quaternion::rotation_x(PI / 2.0 + move1 * -0.2 + move2 * 0.9)
                            * Quaternion::rotation_z(move1 * -3.0 + move2cyc * 0.15);
                    next.control_r.orientation =
                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move1 * -0.35 + move2 * -0.5)
                            * Quaternion::rotation_y(move1 * 0.5)
                            * Quaternion::rotation_z(0.0);
                    next.control.orientation = Quaternion::rotation_x(-1.0 + move1 * -1.8)
                        * Quaternion::rotation_y(-1.8 + move1 * -0.0)
                        * Quaternion::rotation_z(0.0 + move1 * -2.5);

                    next.torso.position = Vec3::new(0.0, 0.0, 0.0);
                    next.upper_torso.orientation =
                        Quaternion::rotation_z(move1 * -0.5 + move2 * 0.5)
                            * Quaternion::rotation_y(move2 * 0.1);

                    next.lower_torso.orientation =
                        Quaternion::rotation_z(move1 * 0.5 + move2 * -0.5)
                            * Quaternion::rotation_y(move2 * -0.1);
                },
                _ => {},
            },
            _ => {},
        }
        next
    }
}