1use super::{
2 super::{Animation, vek::*},
3 BipedSmallSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, states::utils::StageSection};
6use std::f32::consts::PI;
7
8pub struct SummonAnimation;
9
10type SummonAnimationDependency<'a> = (
11 Option<&'a str>,
12 Option<ToolKind>,
13 Vec3<f32>,
14 Vec3<f32>,
15 Vec3<f32>,
16 f32,
17 Vec3<f32>,
18 f32,
19 Option<StageSection>,
20 f32,
21);
22
23impl Animation for SummonAnimation {
24 type Dependency<'a> = SummonAnimationDependency<'a>;
25 type Skeleton = BipedSmallSkeleton;
26
27 #[cfg(feature = "use-dyn-lib")]
28 const UPDATE_FN: &'static [u8] = b"biped_small_summon\0";
29
30 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_summon"))]
31 fn update_skeleton_inner(
32 skeleton: &Self::Skeleton,
33 (
34 ability_id,
35 active_tool_kind,
36 _velocity,
37 _orientation,
38 _last_ori,
39 global_time,
40 _avg_vel,
41 _acc_vel,
42 stage_section,
43 timer,
44 ): Self::Dependency<'_>,
45 anim_time: f32,
46 _rate: &mut f32,
47 s_a: &SkeletonAttr,
48 ) -> Self::Skeleton {
49 let mut next = (*skeleton).clone();
50
51 let anim_time = anim_time.min(1.0);
52 let (move1base, twitch, twitch2, move2base, move3) = match stage_section {
53 Some(StageSection::Buildup) => {
54 (anim_time.sqrt(), (anim_time * 5.0).sin(), 0.0, 0.0, 0.0)
55 },
56 Some(StageSection::Action) => {
57 (1.0, 1.0, (anim_time * 10.0).sin(), anim_time.powi(4), 0.0)
58 },
59 Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
60 _ => (0.0, 0.0, 0.0, 0.0, 0.0),
61 };
62 let pullback = 1.0 - move3;
63 let twitch = twitch * pullback;
64 let twitch2 = twitch2 * pullback;
65 let subtract = global_time - timer;
66 let check = subtract - subtract.trunc();
67 let mirror = (check - 0.5).signum();
68 let move1 = move1base * pullback * mirror;
69 let move2 = move2base * pullback * mirror;
70 let move1abs = move1base * pullback;
71 let move2abs = move2base * pullback;
72 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
73 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
74 next.main.position = Vec3::new(0.0, 0.0, 0.0);
75 next.main.orientation = Quaternion::rotation_x(0.0);
76 next.hand_l.orientation = Quaternion::rotation_x(0.0);
77 next.hand_r.orientation = Quaternion::rotation_x(0.0);
78 match active_tool_kind {
79 Some(ToolKind::Staff) => match ability_id {
80 Some("common.abilities.custom.dwarves.flamekeeper.summon_lavathrower") => {
81 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 3.0, 3.0);
82 next.control_r.position = Vec3::new(
83 12.0 + s_a.grip.0 * 2.0,
84 -4.0 + move1abs * -20.0,
85 3.0 + twitch * 2.0 + twitch2 * 2.0,
86 );
87
88 next.control.position = Vec3::new(
89 -5.0 + move1abs * -5.0,
90 -1.0 + s_a.grip.2 + move1abs * -8.0,
91 -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
92 );
93 next.chest.position =
94 Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 2.0);
95 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
96 * Quaternion::rotation_y(-0.3)
97 * Quaternion::rotation_z(-0.3);
98 next.control_r.orientation = Quaternion::rotation_x(
99 PI / 2.0 + s_a.grip.0 * 0.2 + twitch * 0.2 + twitch2 * 0.2,
100 ) * Quaternion::rotation_y(
101 -0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
102 ) * Quaternion::rotation_z(move1abs * 0.5);
103
104 next.control.orientation = Quaternion::rotation_x(-0.3)
105 * Quaternion::rotation_y(0.0)
106 * Quaternion::rotation_z(0.5 + move1abs * 1.0);
107 next.chest.orientation =
108 Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
109 next.head.orientation =
110 Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
111 * Quaternion::rotation_x(move2abs * 0.7);
112 },
113 Some("common.abilities.custom.ashen_warrior.staff.flame_wall") => {
114 let slow = (global_time * 4.0).sin();
115 let (move1base, move2base, move3base) = match stage_section {
116 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
117 Some(StageSection::Action) => (1.0, anim_time, 0.0),
118 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
119 _ => (0.0, 0.0, 0.0),
120 };
121
122 let pullback = 1.0 - move3base;
123 let move1 = move1base * pullback;
124
125 next.control.position +=
126 Vec3::new(-8.0, 8.0, 10.0) * move1 + Vec3::new(0.5, 0.5, 2.0) * slow;
127 next.control.orientation.rotate_z(0.15 * slow);
128 next.control.orientation.rotate_x(-PI / 10.0 * move1);
129 next.control_l.position += Vec3::new(7.0, -2.0, 0.0) * move1;
130 next.control_l.orientation.rotate_x(PI / 1.3 * move1);
131 next.control_l.orientation.rotate_z(-PI / 4.0 * move1);
132 next.control_r.position += Vec3::new(4.0, -2.0, 0.0) * move1;
133 next.control_r.orientation.rotate_x(PI / 1.3 * move1);
134 next.control_r.orientation.rotate_z(PI / 2.0 * move1);
135
136 next.chest.orientation.rotate_z(2.0 * PI * move2base);
137 next.foot_l.position += Vec3::new(
138 (2.0 * PI * move2base + PI).cos() + 1.0,
139 (2.0 * PI * move2base + PI).sin(),
140 0.0,
141 ) * 3.0;
142 next.foot_l.orientation.rotate_z(2.0 * PI * move2base);
143 next.foot_r.position += Vec3::new(
144 (2.0 * PI * move2base).cos() - 1.0,
145 (2.0 * PI * move2base).sin(),
146 0.0,
147 ) * 3.0;
148 next.foot_r.orientation.rotate_z(2.0 * PI * move2base);
149 },
150 Some("common.abilities.custom.ashen_warrior.staff.summon_crux") => {
151 let slow = (global_time * 4.0).sin();
152 let (move1base, _, move3base) = match stage_section {
153 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
154 Some(StageSection::Action) => (1.0, anim_time, 0.0),
155 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
156 _ => (0.0, 0.0, 0.0),
157 };
158
159 let pullback = 1.0 - move3base;
160 let move1 = move1base * pullback;
161
162 next.main.position = Vec3::new(-10.0, 5.0, 0.0);
163 next.main.orientation = Quaternion::rotation_x(0.0);
164 next.hand_l.position = Vec3::new(s_a.grip.0 * 5.0, 0.0, 2.0);
165 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
166 next.hand_r.position = Vec3::new(-s_a.grip.0 * 5.0, 0.0, 2.0);
167 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
168
169 next.head.position += Vec3::new(0.0, -4.0, 0.0) * move1;
170 next.head.orientation.rotate_x(PI / 10.0 * move1);
171 next.chest.orientation.rotate_x(PI / 10.0 * move1);
172 next.hand_l.orientation.rotate_x(PI / 10.0 * move1);
173 next.hand_l.orientation.rotate_y(PI / 10.0 * move1);
174 next.hand_r.orientation.rotate_x(PI / 10.0 * move1);
175 next.hand_r.orientation.rotate_y(-PI / 10.0 * move1);
176 next.main.position += Vec3::new(0.0, 0.0, 2.0) * move1;
177 next.main.orientation.rotate_y(PI / 10.0 * move1);
178 next.control.position +=
179 Vec3::new(0.0, 4.0, 10.0) * move1 + Vec3::new(0.5, 0.5, 2.0) * slow;
180 },
181 _ => {
182 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
183 next.control_r.position = Vec3::new(
184 7.0 + s_a.grip.0 * 2.0,
185 -4.0 + move1abs * -14.0,
186 3.0 + twitch * 2.0 + twitch2 * 2.0,
187 );
188
189 next.control.position = Vec3::new(
190 -5.0 + move1abs * -5.0,
191 -1.0 + s_a.grip.2 + move1abs * -8.0,
192 -2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
193 );
194 next.chest.position =
195 Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 3.0);
196 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
197 * Quaternion::rotation_y(-0.3)
198 * Quaternion::rotation_z(-0.3);
199 next.control_r.orientation = Quaternion::rotation_x(
200 PI / 2.0 + s_a.grip.0 * 0.2 + twitch * 0.2 + twitch2 * 0.2,
201 ) * Quaternion::rotation_y(
202 -0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
203 ) * Quaternion::rotation_z(move1abs * 0.5);
204
205 next.control.orientation = Quaternion::rotation_x(-0.3)
206 * Quaternion::rotation_y(0.0)
207 * Quaternion::rotation_z(0.5 + move1abs * 1.0);
208 next.chest.orientation =
209 Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
210 next.head.orientation =
211 Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
212 * Quaternion::rotation_x(move2abs * 0.7);
213 },
214 },
215 Some(ToolKind::Sword) => {
216 next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 3.0, 3.0);
217 next.control_r.position =
218 Vec3::new(12.0 + s_a.grip.0 * 2.0, -4.0 + move1abs * -14.0, 3.0);
219
220 next.control.position = Vec3::new(
221 -5.0 + move1abs * -5.0,
222 -1.0 + s_a.grip.2 + move1abs * -8.0,
223 s_a.grip.2 / 2.0,
224 );
225 next.chest.position =
226 Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 2.0);
227 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
228 * Quaternion::rotation_y(-0.3)
229 * Quaternion::rotation_z(-0.3);
230 next.control_r.orientation = Quaternion::rotation_x(
231 PI / 2.0 + s_a.grip.0 * 0.2 + twitch * 0.2 + twitch2 * 0.2,
232 ) * Quaternion::rotation_y(
233 -0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
234 ) * Quaternion::rotation_z(move1abs * 0.5);
235
236 next.chest.position = Vec3::new(
237 0.0,
238 s_a.chest.0,
239 s_a.chest.1 + move1abs * 6.0 + twitch2 + move2abs * 3.0,
240 );
241 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
242 * Quaternion::rotation_y(-0.3)
243 * Quaternion::rotation_z(-0.3);
244 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
245 * Quaternion::rotation_y(-0.3)
246 * Quaternion::rotation_z(0.3);
247 next.control.orientation = Quaternion::rotation_x(-0.3)
248 * Quaternion::rotation_y(0.0)
249 * Quaternion::rotation_z(0.5 + move1abs * 1.0);
250 next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
251 next.head.orientation =
252 Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
253 * Quaternion::rotation_x(move2abs * 0.4);
254 },
255 _ => {
256 next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
257 * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
258 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
259 next.hand_l.orientation = Quaternion::rotation_x(1.2);
260 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
261 next.hand_r.orientation = Quaternion::rotation_x(1.2);
262 },
263 }
264 next
265 }
266}