use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use core::f32::consts::PI;
pub struct StunnedAnimation;
type StunnedAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
bool,
Option<StageSection>,
f32,
);
impl Animation for StunnedAnimation {
type Dependency<'a> = StunnedAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_stunned\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_stunned")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
wield_status,
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;
if wield_status {
let (movement1base, movement2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0),
};
let pullback = 1.0 - movement2;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1 = movement1base * pullback * mirror;
let movement1abs = movement1base * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * -0.3);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0);
next.chest.orientation = Quaternion::rotation_z(movement1 * 1.2);
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(0.0) * Quaternion::rotation_z(0.0);
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);
match active_tool_kind {
Some(ToolKind::Spear) => {
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,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 1.5 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
},
Some(ToolKind::Bow) => {
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
next.control.position = Vec3::new(
-1.0,
2.0 + s_a.grip.2,
3.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + speednorm * 2.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm)
* Quaternion::rotation_y(0.5 * speednorm);
},
Some(ToolKind::Staff) => {
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 + speednorm * -3.0);
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 + speednorm * 2.0,
);
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 + 0.2 * speednorm)
* Quaternion::rotation_y(-0.2 * speednorm)
* Quaternion::rotation_z(0.5);
},
Some(ToolKind::Natural) => {
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation =
Quaternion::rotation_x(1.7) * Quaternion::rotation_y(-0.3);
next.hand_r.orientation =
Quaternion::rotation_x(1.7) * Quaternion::rotation_y(0.3);
},
_ => {},
}
} else {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.main.position = Vec3::new(2.0, -3.0, -3.0);
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
}
next
}
}