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)] 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
}
}