use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct BeamAnimation;
type BeamAnimationDependency<'a> = (
Option<&'a str>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for BeamAnimation {
type Dependency<'a> = BeamAnimationDependency<'a>;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_beam")]
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 fast = (anim_time * 10.0).sin();
let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
* Quaternion::rotation_y(fast * 0.07 * speednormcancel);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
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.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 4.0).sin(), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1abs = move1base * pullback;
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 + move1abs * -8.0,
-4.0 + move1abs * 0.0,
3.0 + move1abs * 10.0,
);
match ability_id {
Some("common.abilities.custom.dwarves.flamekeeper.flamethrower") => {
next.control.position = Vec3::new(
-9.0,
-1.0 + s_a.grip.2,
-8.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
* 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 + move1abs * 0.8)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
* Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
* Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
* Quaternion::rotation_z(0.5 + move1abs * 0.6);
},
_ => {
next.control.position = Vec3::new(
-5.0,
-1.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
* 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 + move1abs * 0.8)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
* Quaternion::rotation_z(-0.0 + move1abs * 2.0 + move2base * 0.6);
next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
* Quaternion::rotation_y(-0.2 * speednorm + move1abs * 0.8)
* Quaternion::rotation_z(0.5 + move1abs * 0.6);
},
}
next
}
}