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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
    }
}