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

pub struct SummonAnimation;

impl Animation for SummonAnimation {
    type Dependency<'a> = (
        Option<ToolKind>,
        (Option<ToolKind>, Option<&'a AbilitySpec>),
        Vec3<f32>,
        f32,
        Option<StageSection>,
        f32,
        Option<&'a str>,
    );
    type Skeleton = BipedLargeSkeleton;

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

    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_summon")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (
            active_tool_kind,
            _second_tool_kind,
            velocity,
            _global_time,
            stage_section,
            acc_vel,
            ability_id,
        ): 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, move2base, move3) = match stage_section {
            Some(StageSection::Buildup) => ((anim_time.powf(0.5)), 0.0, 0.0),
            Some(StageSection::Action) => (1.0, (anim_time.powi(2)), 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 = move2base * pullback;

        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.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.head.orientation = Quaternion::rotation_x(0.0);
                next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
                next.control_r.position = Vec3::new(
                    1.0 + move1 * 3.0 + move2 * 20.0,
                    2.0 + move1 * -5.0 + move2 * 5.0,
                    2.0 + move1 * 15.0 + move2 * 0.0,
                );

                next.control.position = Vec3::new(
                    -3.0 + move2 * 9.0,
                    3.0 + s_a.grip.0 / 1.2 + move1 * 15.0 + move2 * 2.0,
                    -11.0 + -s_a.grip.0 / 2.0 + move1 * 15.0 + move2 * -12.0,
                );

                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
                    * Quaternion::rotation_y(-0.5 + move2 * -0.4)
                    * Quaternion::rotation_z(move1 * 0.0);
                next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.2)
                    * Quaternion::rotation_y(0.5 + move1 * 0.5 + move2 * 0.0)
                    * Quaternion::rotation_z(move1 * 0.5 + move2 * 0.8);

                next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
                    * Quaternion::rotation_y(-0.1 + move2 * -0.8);
            },
            Some(ToolKind::Sceptre) => {
                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.head.orientation = Quaternion::rotation_x(0.0);
                next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
                next.control_r.position = Vec3::new(
                    1.0 + move1 * 3.0 + move2 * 20.0,
                    2.0 + move1 * -5.0 + move2 * 5.0,
                    2.0 + move1 * 15.0 + move2 * 0.0,
                );

                next.control.position = Vec3::new(
                    -3.0 + move2 * 9.0,
                    3.0 + s_a.grip.0 / 1.2 + move1 * 8.0 + move2 * 2.0,
                    -11.0 + -s_a.grip.0 / 2.0 + move1 * 8.0 + move2 * -12.0,
                );

                next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 - move1 * 0.2)
                    * Quaternion::rotation_y(-0.5 + move2 * -0.4)
                    * Quaternion::rotation_z(move1 * 0.0);
                next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + move1 * 0.2)
                    * Quaternion::rotation_y(0.5 + move1 * 0.5 + move2 * 0.0)
                    * Quaternion::rotation_z(move1 * 0.5 + move2 * 0.8);

                next.control.orientation = Quaternion::rotation_x(-0.2 + move1 * 1.0)
                    * Quaternion::rotation_y(-0.1 + move2 * -0.8);
            },
            Some(ToolKind::Natural) => match ability_id {
                Some("common.abilities.custom.tidalwarrior.totem") => {
                    let (move1base, move2base, move3) = match stage_section {
                        Some(StageSection::Buildup) => ((anim_time.powi(2)), 0.0, 0.0),
                        Some(StageSection::Action) => (1.0, (anim_time * 30.0).sin(), 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 = move2base * pullback;
                    next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
                    next.upper_torso.position =
                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);

                    next.lower_torso.position =
                        Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);

                    next.head.position =
                        Vec3::new(0.0, s_a.head.0 + move1 * -8.0, s_a.head.1 + move1 * 6.0);
                    next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 2.5)
                        * Quaternion::rotation_y(move1 * 0.4 + move2 * 0.05);
                    next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 2.5)
                        * Quaternion::rotation_y(move1 * -0.4 + move2 * -0.05);
                    next.head.orientation =
                        Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move2 * 0.02);
                    next.upper_torso.orientation = Quaternion::rotation_x(move1 * -1.5)
                        * Quaternion::rotation_y(move2 * -0.02);
                    next.lower_torso.orientation =
                        Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_y(move2 * 0.02);
                    next.hand_l.position = Vec3::new(
                        -14.0 + move1 * -5.0,
                        2.0 + move1 * -2.0,
                        -4.0 + move1 * 12.0,
                    );
                    next.hand_r.position =
                        Vec3::new(14.0 + move1 * 5.0, 2.0 + move1 * -2.0, -4.0 + move1 * 12.0);

                    next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
                        * Quaternion::rotation_y(-move1 * 0.7 + move2 * 0.2)
                        * Quaternion::rotation_z(-0.35);
                    next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 1.5)
                        * Quaternion::rotation_y(move1 * 0.7 + move2 * 0.2)
                        * Quaternion::rotation_z(0.35);
                    next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
                    next.leg_l.orientation =
                        Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);

                    next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
                    next.foot_l.position =
                        Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
                    next.foot_r.position =
                        Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
                    next.leg_r.orientation =
                        Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -0.8);
                    next.foot_l.orientation =
                        Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
                    next.foot_r.orientation =
                        Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * 0.8);
                },
                _ => {},
            },
            Some(ToolKind::Axe) => match ability_id {
                Some("common.abilities.custom.gigas_frost.frost_summons") => {
                    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 * 2.7 + 0.1 * speednorm)
                            * Quaternion::rotation_y(move1 * 0.7 + 0.1 * speednorm);
                    next.head.orientation = Quaternion::rotation_x(0.0);
                    next.hand_l.position = Vec3::new(
                        -14.0 + move1 * -5.0,
                        2.0 + move1 * -2.0,
                        -2.0 + move1 * 6.0 + move2 * 4.0,
                    );
                    next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
                    next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 2.2)
                        * Quaternion::rotation_y(move1 * 0.1)
                        * Quaternion::rotation_z(-0.35);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
                    next.main.position = Vec3::new(14.0, 2.0, -4.0);
                    next.main.orientation =
                        Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
                },
                _ => {},
            },
            Some(ToolKind::Hammer) => match ability_id {
                Some("common.abilities.custom.dwarves.forgemaster.summon_iron_dwarf") => {
                    next.main.position = Vec3::new(-10.0, -8.0, 12.0);
                    next.main.orientation =
                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
                    next.hand_l.position = Vec3::new(
                        -s_a.hand.0 - 3.0 * move1,
                        s_a.hand.1 + 4.0,
                        s_a.hand.2 + 6.0 * move1,
                    );
                    next.hand_r.position = Vec3::new(
                        s_a.hand.0 + 3.0 * move1,
                        s_a.hand.1 + 4.0,
                        s_a.hand.2 + 6.0 * move1,
                    );
                    next.shoulder_l.orientation =
                        Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * 0.5);
                    next.shoulder_r.orientation =
                        Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * -0.5);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.25 + move2 * -0.25)
                        * Quaternion::rotation_z(move1 * 0.25);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(move1 * 1.0) * Quaternion::rotation_y(move1 * 1.4);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(move1 * 1.0) * Quaternion::rotation_y(move1 * -1.4);
                    next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3);
                    next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * -0.3);
                },
                _ => {},
            },
            _ => {},
        }

        next
    }
}