use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct SummonAnimation;
type SummonAnimationDependency<'a> = (
Option<&'a str>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for SummonAnimation {
type Dependency<'a> = SummonAnimationDependency<'a>;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_summon\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_summon")]
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 anim_time = anim_time.min(1.0);
let (move1base, twitch, twitch2, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time.sqrt(), (anim_time * 5.0).sin(), 0.0, 0.0, 0.0)
},
Some(StageSection::Action) => {
(1.0, 1.0, (anim_time * 10.0).sin(), anim_time.powi(4), 0.0)
},
Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let twitch = twitch * pullback;
let twitch2 = twitch2 * pullback;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
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);
match active_tool_kind {
Some(ToolKind::Staff) => match ability_id {
Some("common.abilities.custom.dwarves.flamekeeper.summon_lavathrower") => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 3.0, 3.0);
next.control_r.position = Vec3::new(
12.0 + s_a.grip.0 * 2.0,
-4.0 + move1abs * -20.0,
3.0 + twitch * 2.0 + twitch2 * 2.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * -5.0,
-1.0 + s_a.grip.2 + move1abs * -8.0,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 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 + twitch * 0.2 + twitch2 * 0.2,
) * Quaternion::rotation_y(
-0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
) * Quaternion::rotation_z(move1abs * 0.5);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + move1abs * 1.0);
next.chest.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation =
Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
* Quaternion::rotation_x(move2abs * 0.7);
},
_ => {
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 + move1abs * -14.0,
3.0 + twitch * 2.0 + twitch2 * 2.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * -5.0,
-1.0 + s_a.grip.2 + move1abs * -8.0,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 3.0);
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 + twitch * 0.2 + twitch2 * 0.2,
) * Quaternion::rotation_y(
-0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
) * Quaternion::rotation_z(move1abs * 0.5);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + move1abs * 1.0);
next.chest.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation =
Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
* Quaternion::rotation_x(move2abs * 0.7);
},
},
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 3.0, 3.0);
next.control_r.position =
Vec3::new(12.0 + s_a.grip.0 * 2.0, -4.0 + move1abs * -14.0, 3.0);
next.control.position = Vec3::new(
-5.0 + move1abs * -5.0,
-1.0 + s_a.grip.2 + move1abs * -8.0,
s_a.grip.2 / 2.0,
);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 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 + twitch * 0.2 + twitch2 * 0.2,
) * Quaternion::rotation_y(
-0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
) * Quaternion::rotation_z(move1abs * 0.5);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + move1abs * 6.0 + twitch2 + move2abs * 3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(0.3);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + move1abs * 1.0);
next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation =
Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
* Quaternion::rotation_x(move2abs * 0.4);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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
}
}