use super::{
super::{vek::*, Animation},
BirdLargeSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ComboAnimation;
impl Animation for ComboAnimation {
type Dependency<'a> = (
Option<&'a str>,
Option<StageSection>,
usize,
f32,
f32,
Vec3<f32>,
Vec3<f32>,
bool,
);
type Skeleton = BirdLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"bird_large_combo\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_combo")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
ability_id,
stage_section,
current_strike,
global_time,
timer,
orientation,
last_ori,
on_ground,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let multi_strike_pullback = 1.0
- if matches!(stage_section, Some(StageSection::Recover)) {
anim_time.powi(4)
} else {
0.0
};
let (move1base, move2base, _move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let wave_slow_cos = (anim_time * 4.5).cos();
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * multi_strike_pullback;
let move2 = move2base * multi_strike_pullback;
let move1mirror = move1base * multi_strike_pullback * mirror;
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
for strike in 0..=current_strike {
match ability_id {
Some("common.abilities.custom.birdlargefire.legstrike") => match strike {
0..=2 => {
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + wave_slow_cos * 0.06 + move2 * -6.0,
);
next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
next.leg_r.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -2.5);
next.leg_l.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -2.5);
},
_ => {},
},
_ => match strike {
0..=2 => {
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + wave_slow_cos * 0.06 + move2 * -6.0,
);
next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.4)
* Quaternion::rotation_z(move1 * tilt * 1.5)
* Quaternion::rotation_y(move1mirror * 0.3);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(move1 * -0.2 - move2 * 0.2)
* Quaternion::rotation_y(move1mirror * 0.5);
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
next.beak.orientation = Quaternion::rotation_x(
wave_slow_cos * -0.02 + move1 * -0.5 + move2 * 0.5,
);
if on_ground {
next.tail_front.position =
Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(-move1 * 0.2);
next.tail_rear.position =
Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
next.wing_in_l.position =
Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_r.position =
Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_l.orientation = Quaternion::rotation_y(
-1.0 + wave_slow_cos * 0.06 + move1 * 1.0 + move2 * 0.5,
) * Quaternion::rotation_z(0.2);
next.wing_in_r.orientation = Quaternion::rotation_y(
1.0 - wave_slow_cos * 0.06 + move1 * -1.0 + move2 * -0.5,
) * Quaternion::rotation_z(-0.2);
next.wing_mid_l.position =
Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_r.position =
Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_l.orientation =
Quaternion::rotation_y(-0.1 + move1 * -0.5)
* Quaternion::rotation_z(0.7 + move1 * -0.7);
next.wing_mid_r.orientation = Quaternion::rotation_y(0.1 + move1 * 0.5)
* Quaternion::rotation_z(-0.7 + move1 * 0.7);
next.wing_out_l.position =
Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_r.position =
Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_l.orientation =
Quaternion::rotation_y(-0.2 + move1 * -0.3)
* Quaternion::rotation_z(0.2);
next.wing_out_r.orientation = Quaternion::rotation_y(0.2 + move1 * 0.3)
* Quaternion::rotation_z(-0.2);
}
},
_ => {},
},
}
}
next
}
}