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use super::{
    super::{vek::*, Animation},
    BirdLargeSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};

pub struct ShootAnimation;

type ShootAnimationDependency<'a> = (
    Vec3<f32>,
    f32,
    Option<StageSection>,
    f32,
    Dir,
    bool,
    Option<&'a str>,
);

impl Animation for ShootAnimation {
    type Dependency<'a> = ShootAnimationDependency<'a>;
    type Skeleton = BirdLargeSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"bird_large_shoot\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_shoot")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (velocity, global_time, stage_section, timer, look_dir, on_ground, ability_id,
        ): Self::Dependency<'_>,
        anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        match ability_id {
            Some("common.abilities.custom.birdlargefire.firerain") => {
                let (movement1base, movement2base, movement3, _twitch) = match stage_section {
                    Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0, 0.0),
                    Some(StageSection::Action) => {
                        (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time)
                    },
                    Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
                    _ => (0.0, 0.0, 0.0, 0.0),
                };

                let pullback = 1.0 - movement3;
                let movement1abs = movement1base * pullback;
                let _movement2abs = movement2base * pullback;
                let wave_slow_cos = (anim_time * 4.5).cos();

                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 2.5);
                next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.0);

                next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
                next.neck.orientation = Quaternion::rotation_x(-0.2);

                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
                next.head.orientation = Quaternion::rotation_x(wave_slow_cos * 0.01);

                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 - 0.02);

                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(0.6);
                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(-0.2);

                if on_ground {
                    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(-0.8 + movement1abs * 1.6)
                        * Quaternion::rotation_z(0.2 + movement1abs * -0.8);
                    next.wing_in_r.orientation = Quaternion::rotation_y(0.8 + movement1abs * -1.6)
                        * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);

                    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) * Quaternion::rotation_z(0.7);
                    next.wing_mid_r.orientation =
                        Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-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(-0.4) * Quaternion::rotation_z(0.2);
                    next.wing_out_r.orientation =
                        Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);

                    next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
                    next.leg_l.orientation = Quaternion::rotation_x(0.0);
                    next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
                    next.leg_r.orientation = Quaternion::rotation_x(0.0);

                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_l.orientation = Quaternion::rotation_x(0.0);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.orientation = Quaternion::rotation_x(0.0);
                }
            },
            _ => {
                let (movement1base, movement3, twitch) = match stage_section {
                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                    Some(StageSection::Recover) => (1.0, anim_time.powf(0.25), anim_time),
                    _ => (0.0, 0.0, 0.0),
                };

                let pullback = 1.0 - movement3;
                let subtract = global_time - timer;
                let check = subtract - subtract.trunc();
                let mirror = (check - 0.5).signum();
                let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
                let movement1abs = movement1base * pullback;
                let movement1mirror = movement1abs * mirror;

                let wave_slow_cos = (anim_time * 4.5).cos();
                next.chest.position = Vec3::new(
                    0.0,
                    s_a.chest.0,
                    s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
                );

                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
                next.head.orientation =
                    Quaternion::rotation_x(movement1abs * 0.5 + look_dir.z * 0.4 + twitch2)
                        * Quaternion::rotation_y(movement1mirror * 0.5);

                next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
                next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);

                if on_ground {
                    next.chest.position = Vec3::new(
                        0.0,
                        s_a.chest.0,
                        s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1 + movement1abs * -3.0,
                    );
                    next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
                    next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5)
                        * Quaternion::rotation_y(movement1mirror * 0.2);

                    next.chest.orientation = Quaternion::rotation_x(movement1abs * 0.1);

                    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(-movement1abs * 0.1 + twitch2 * 0.02);
                    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(-movement1abs * 0.1 + twitch2 * 0.02);

                    next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.5);
                    next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.5);

                    next.foot_l.orientation = Quaternion::rotation_x(movement1abs * 0.3);
                    next.foot_r.orientation = Quaternion::rotation_x(movement1abs * 0.3);
                }
                if velocity.xy().magnitude() < 1.0 {
                    next.wing_in_l.orientation = Quaternion::rotation_y(-1.0 + movement1abs * 0.8)
                        * Quaternion::rotation_z(0.2 - movement1abs * 0.8);
                    next.wing_in_r.orientation = Quaternion::rotation_y(1.0 - movement1abs * 0.8)
                        * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
                }
            },
        };
        next
    }
}