use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct DashAnimation;
type DashAnimationDependency<'a> = (
Option<&'a str>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for DashAnimation {
type Dependency<'a> = DashAnimationDependency<'a>;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_dash\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_dash")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
ability_id,
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;
let (move1base, move2base, move3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time.powi(4), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move4;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(move1abs * 0.6)
* Quaternion::rotation_z(move1abs * -0.0)
* Quaternion::rotation_y(move1abs * 0.3);
next.chest.orientation = Quaternion::rotation_x(move1abs * -0.8);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.2);
match ability_id {
Some("common.abilities.vampire.bloodmoon_heiress.dash") => {
next.main.position = Vec3::new(0.0, 4.0, -4.0);
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);
next.control_l.position = Vec3::new(1.0, 2.0, -2.0);
next.control_r.position = Vec3::new(3.0, 2.0, -2.0);
next.control.position = Vec3::new(
-3.0,
s_a.grip.2 + move1abs * -5.0,
s_a.grip.2 / 5.0 + move1abs * 4.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7)
* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
},
Some("common.abilities.custom.ochre_legoom.dash") => {
next.main.position = Vec3::new(0.0, 3.0, 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);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0,
s_a.grip.2 + move1abs * -5.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
},
Some("common.abilities.custom.cactid.dash") => {
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.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.head.orientation = Quaternion::rotation_z(move3 * 1.0);
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1abs * -1.2 + move2abs * 2.4);
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.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);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0,
s_a.grip.2 + move1abs * -5.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 4.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + move1abs * -0.7 + move3 * 0.7)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -0.7 + move3 * 0.7,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
},
}
next.control.orientation = Quaternion::rotation_x(-1.35 + move1abs * 0.6)
* Quaternion::rotation_z(move1abs * 0.2)
* Quaternion::rotation_y(move2abs * 0.0);
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
}
}