use super::{
super::{vek::*, Animation},
biped_small_alpha_axe, biped_small_alpha_dagger, biped_small_alpha_spear,
biped_small_wield_bow, biped_small_wield_sword, init_biped_small_alpha, BipedSmallSkeleton,
SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct AlphaAnimation;
type AlphaAnimationDependency<'a> = (
Option<&'a str>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for AlphaAnimation {
type Dependency<'a> = AlphaAnimationDependency<'a>;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_alpha")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
ability_id,
active_tool_kind,
velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
acc_vel,
stage_section,
timer,
): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
let anim_time = anim_time.min(1.0);
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
init_biped_small_alpha(&mut next, s_a);
match active_tool_kind {
Some(ToolKind::Spear) => {
biped_small_alpha_spear(
&mut next,
s_a,
move1abs,
move2abs,
anim_time,
speednormcancel,
);
},
Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
biped_small_alpha_axe(&mut next, s_a, move1abs, move2abs);
},
Some(ToolKind::Dagger) => {
biped_small_alpha_dagger(&mut next, s_a, move1abs, move2abs);
},
Some(ToolKind::Sword) => {
let slow = (anim_time * 2.0).sin();
biped_small_wield_sword(&mut next, s_a, speednorm, slow);
next.chest.orientation.rotate_z(1.2 * move1abs);
next.head.orientation.rotate_z(-0.6 * move1abs);
next.pants.orientation.rotate_z(-0.6 * move1abs);
next.control.orientation.rotate_x(0.8 * move1abs);
next.control.orientation.rotate_y(-0.4 * move1abs);
next.chest.orientation.rotate_z(-3.0 * move2abs);
next.head.orientation.rotate_z(1.5 * move2abs);
next.pants.orientation.rotate_z(2.0 * move2abs);
next.control.orientation.rotate_x(-3.0 * move2abs);
},
Some(ToolKind::Staff) => match ability_id {
Some("common.abilities.custom.dwarves.flamekeeper.flamecrush") => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(12.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
next.control.position = Vec3::new(
-9.0 + move1 * 5.0 + move2 * -5.0,
2.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ move1abs * 6.0
+ move2abs * -3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation =
Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation =
Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
_ => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
next.control.position = Vec3::new(
-5.0 + move1 * 5.0 + move2 * -5.0,
-1.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ move1abs * 6.0
+ move2abs * -3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation =
Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation =
Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
},
Some(ToolKind::Bow) => match ability_id {
Some("common.abilities.haniwa.archer.kick") => {
let fastacc = (acc_vel * 2.0).sin();
biped_small_wield_bow(&mut next, s_a, anim_time, speed, fastacc);
next.chest.orientation.rotate_z(move1abs * 1.1);
next.control.orientation.rotate_z(move1abs * -0.9);
next.control.position += Vec3::new(7.0, 1.0, 0.0) * move1abs;
next.head.orientation.rotate_z(move1abs * -0.8);
next.foot_l.orientation.rotate_z(move1abs * 1.1);
next.chest.orientation.rotate_z(move2abs * -2.3);
next.control.orientation.rotate_z(move2abs * 1.9);
next.control.position += Vec3::new(-7.0, -1.0, 0.0) * move2abs;
next.head.orientation.rotate_z(move2abs * 0.9);
next.foot_l.orientation.rotate_y(move2abs * 1.3);
next.foot_l.orientation.rotate_z(move2abs * -2.9);
next.foot_l.position += Vec3::new(3.0, 8.0, 4.0) * move2abs;
},
_ => {},
},
Some(ToolKind::Natural) => {
let tension = match stage_section {
Some(StageSection::Buildup) => (anim_time * 10.0).sin(),
Some(StageSection::Action) => 1.0,
Some(StageSection::Recover) => 1.0,
_ => 0.0,
};
next.chest.orientation =
Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * 0.5);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * -0.5);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
}
next
}
}