use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use core::f32::consts::PI;
pub struct LeapAnimation;
impl Animation for LeapAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f32,
Option<StageSection>,
);
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_leapmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_leapmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3, movement4) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
if let Some(ToolKind::Hammer | ToolKind::Pick) = active_tool_kind {
next.hand_l.position = Vec3::new(s_a.grip.0 * 2.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 2.0, 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.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
9.0 + movement2 * -10.0 + s_a.grip.0 * 2.0,
-1.0 + movement2 * 2.0,
movement2 * 3.0 - 2.0,
);
next.control.position = Vec3::new(
-5.0 + movement2 * 5.0,
-1.0 + s_a.grip.2,
-1.0 + movement2 * 3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement3 * 1.0)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(0.5 + movement3 * 1.5 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.2 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + movement3 * -1.0)
* Quaternion::rotation_y(movement3 * -0.9 + movement3 * 2.0)
* Quaternion::rotation_z(-0.3);
next.chest.orientation =
Quaternion::rotation_x(
movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3,
) * Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
next.head.orientation = Quaternion::rotation_x(movement3 * 0.2)
* Quaternion::rotation_y(0.0 + movement2 * -0.1)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + movement3 * 6.5,
s_a.foot.2 + movement3 * -1.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + 4.0 + movement3 * -6.5,
s_a.foot.2 + 2.5 + movement3 * -2.5,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
}
next
}
}