use super::{
super::{vek::*, Animation},
biped_small_wield_bow, biped_small_wield_spear, biped_small_wield_sword, BipedSmallSkeleton,
SkeletonAttr,
};
use common::comp::item::tool::{AbilitySpec, ToolKind};
use std::f32::consts::PI;
pub struct WieldAnimation;
type WieldAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
);
impl Animation for WieldAnimation {
type Dependency<'a> = WieldAnimationDependency<'a>;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_wield\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_wield")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
velocity,
_orientation,
_last_ori,
_global_time,
_avg_vel,
acc_vel,
): 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 fastacc = (acc_vel * 2.0).sin();
let fast = (anim_time * 10.0).sin();
let fastalt = (anim_time * 10.0 + PI / 2.0).sin();
let slow = (anim_time * 2.0).sin();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
* Quaternion::rotation_y(fast * 0.07 * speednormcancel);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
);
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(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(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) => {
biped_small_wield_spear(&mut next, s_a, anim_time, speed, fastacc);
},
Some(ToolKind::Blowgun) => {
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 3.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 0.0, 4.0);
next.control.position = Vec3::new(
0.0,
s_a.grip.2,
4.0 - s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ fastacc * 0.5
+ fastalt * 0.1 * speednormcancel
+ speednorm * 4.0,
);
next.control_l.orientation =
Quaternion::rotation_x(3.8 + slow * 0.1) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(3.5 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + slow * 0.0 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-2.2 + 0.5 * speednorm);
},
Some(ToolKind::Bow) => {
biped_small_wield_bow(&mut next, s_a, anim_time, speed, fastacc);
},
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
+ fastacc * 1.5
+ fastalt * 0.5 * speednormcancel
+ speednorm * 2.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + slow * 0.1)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + slow * 0.0 + 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::Axe | ToolKind::Hammer | ToolKind::Pick) => {
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 + s_a.grip.0 * 2.0, -1.0, -2.0 + speednorm * -3.0);
next.control.position = Vec3::new(
-5.0,
-1.0 + s_a.grip.2,
-1.0 + -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 + slow * 0.1)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(-0.0);
next.control_r.orientation =
Quaternion::rotation_x(0.5 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.2 + slow * 0.0 + 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(-0.3);
},
Some(ToolKind::Dagger | ToolKind::Sword) => {
biped_small_wield_sword(&mut next, s_a, speednorm, slow);
},
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"ShamanicSpirit" => {
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, 12.0, 5.0);
},
_ => {
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.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
}
}