1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::{Hands, ToolKind},
7 states::utils::StageSection,
8 util::Dir,
9};
10use std::f32::consts::PI;
11
12pub struct RollAnimation;
13
14type RollAnimationDependency = (
15 Option<ToolKind>,
16 Option<ToolKind>,
17 (Option<Hands>, Option<Hands>),
18 bool,
19 Vec3<f32>,
20 Vec3<f32>,
21 f32,
22 Option<StageSection>,
23 Option<Dir>,
24);
25
26impl Animation for RollAnimation {
27 type Dependency<'a> = RollAnimationDependency;
28 type Skeleton = CharacterSkeleton;
29
30 #[cfg(feature = "use-dyn-lib")]
31 const UPDATE_FN: &'static [u8] = b"character_roll\0";
32
33 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_roll"))]
34 fn update_skeleton_inner(
35 skeleton: &Self::Skeleton,
36 (
37 active_tool_kind,
38 second_tool_kind,
39 hands,
40 wield_status,
41 orientation,
42 last_ori,
43 _global_time,
44 stage_section,
45 prev_aimed_dir,
46 ): Self::Dependency<'_>,
47 anim_time: f32,
48 rate: &mut f32,
49 s_a: &SkeletonAttr,
50 ) -> Self::Skeleton {
51 *rate = 1.0;
52 let mut next = (*skeleton).clone();
53
54 let ori: Vec2<f32> = Vec2::from(orientation);
55 let last_ori = Vec2::from(last_ori);
56 let tilt = if vek::Vec2::new(ori, last_ori)
57 .map(|o| o.magnitude_squared())
58 .map(|m| m > 0.0001 && m.is_finite())
59 .reduce_and()
60 && ori.angle_between(last_ori).is_finite()
61 {
62 ori.angle_between(last_ori).min(0.05)
63 * last_ori.determine_side(Vec2::zero(), ori).signum()
64 } else {
65 0.0
66 };
67
68 let (movement1base, movement2, movement3) = match stage_section {
69 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
70 Some(StageSection::Movement) => (1.0, anim_time, 0.0),
71 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
72 _ => (0.0, 0.0, 0.0),
73 };
74 let pullback = 1.0 - movement3;
75 let movement1 = movement1base * pullback;
76
77 if wield_status {
78 next.main.position = Vec3::new(0.0, 0.0, 0.0);
79 next.main.orientation = Quaternion::rotation_x(0.0);
80 next.second.position = Vec3::new(0.0, 0.0, 0.0);
81 next.second.orientation = Quaternion::rotation_z(0.0);
82 match hands {
83 (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
84 Some(ToolKind::Sword) => {
85 next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
86 next.hand_l.orientation =
87 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
88 next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
89 next.hand_r.orientation =
90 Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
91
92 next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
93 next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
94 },
95 Some(ToolKind::Axe) => {
96 next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
97 next.hand_l.orientation =
98 Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
99 next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
100 next.hand_r.orientation =
101 Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
102
103 next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
104 next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
105 * Quaternion::rotation_y(s_a.ac.4)
106 * Quaternion::rotation_z(s_a.ac.5);
107 },
108 Some(
109 ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel | ToolKind::Instrument,
110 ) => {
111 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
112 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
113 * Quaternion::rotation_y(s_a.hhl.4)
114 * Quaternion::rotation_z(s_a.hhl.5);
115 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
116 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
117 * Quaternion::rotation_y(s_a.hhr.4)
118 * Quaternion::rotation_z(s_a.hhr.5);
119
120 next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
121 next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
122 * Quaternion::rotation_y(s_a.hc.4)
123 * Quaternion::rotation_z(s_a.hc.5);
124 },
125 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
126 next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
127 next.hand_r.orientation =
128 Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
129
130 next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
131
132 next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
133 next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
134
135 next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
136 * Quaternion::rotation_y(s_a.stc.4)
137 * Quaternion::rotation_z(s_a.stc.5);
138 },
139 Some(ToolKind::Bow) => {
140 next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
141 next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
142 next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
143 next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
144
145 next.hold.position = Vec3::new(0.0, -1.0, -5.2);
146 next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
147 next.hold.scale = Vec3::one() * 1.0;
148
149 next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
150 next.control.orientation =
151 Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
152 },
153 Some(ToolKind::Debug) => {
154 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
155 next.hand_l.orientation = Quaternion::rotation_x(1.27);
156 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
157 next.main.orientation = Quaternion::rotation_x(PI);
158 },
159 Some(ToolKind::Farming) => {
160 next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
161 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
162 next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
163 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
164 next.main.position = Vec3::new(7.5, 7.5, 13.2);
165 next.main.orientation = Quaternion::rotation_y(PI);
166
167 next.control.position = Vec3::new(-11.0, 1.8, 4.0);
168 },
169 Some(ToolKind::Shield) => {
170 next.hand_l.position = Vec3::new(0.0, -1.5, 0.0);
171 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
172
173 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
174 next.hand_r.orientation =
175 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
176
177 next.control.position = Vec3::new(0.0, 7.0, 4.0);
178 next.control.orientation =
179 Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
180 },
181 _ => {},
182 },
183 (_, _) => {},
184 };
185 match hands {
186 (Some(Hands::One), _) => {
187 next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
188 next.control_l.orientation = Quaternion::rotation_x(-0.3);
189 next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
190 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
191 },
192 (_, _) => {},
193 };
194 match hands {
195 (None | Some(Hands::One), Some(Hands::One)) => {
196 next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
197 next.control_r.orientation = Quaternion::rotation_x(-0.3);
198 next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
199 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
200 },
201 (_, _) => {},
202 };
203 match hands {
204 (None, None) | (None, Some(Hands::One)) => {
205 next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
206 next.hand_l.orientation =
207 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
208 },
209 (_, _) => {},
210 };
211 match hands {
212 (None, None) | (Some(Hands::One), None) => {
213 next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
214 next.hand_r.orientation =
215 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
216 },
217 (_, _) => {},
218 }
219 } else {
220 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
221 }
222 next.head.position = Vec3::new(
223 0.0,
224 s_a.head.0 + 1.5 * movement1,
225 s_a.head.1 - 1.0 * movement1,
226 );
227 next.head.orientation = if prev_aimed_dir.is_some() {
228 Quaternion::identity()
229 } else {
230 Quaternion::rotation_x(-0.3 * movement1) * Quaternion::rotation_y(-0.4)
231 };
232
233 next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
234
235 next.belt.position = Vec3::new(
236 0.0,
237 s_a.belt.0 + 1.0 * movement1,
238 s_a.belt.1 + 1.0 * movement1,
239 );
240 next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
241
242 if let Some(prev_aimed_dir) = prev_aimed_dir {
243 let forward = prev_aimed_dir.dot(orientation).abs();
244 let sideways = 1.0 - forward;
245
246 if matches!(hands.0, None | Some(Hands::One)) {
247 next.hand_l.position += Vec3::new(-2.0, -8.0, 6.0);
248 next.hand_l.orientation =
249 next.hand_l.orientation * Quaternion::rotation_z(PI * -0.25);
250
251 next.main.position += Vec3::new(-2.0, -6.0, 8.0);
252 next.main.orientation = next.main.orientation * Quaternion::rotation_x(PI * 0.6);
253 }
254
255 if matches!(hands.1, None | Some(Hands::One)) {
256 next.hand_r.position += Vec3::new(2.0, -6.0, 6.0);
257 next.hand_r.orientation =
258 next.hand_r.orientation * Quaternion::rotation_z(PI * 0.25);
259
260 next.second.position += Vec3::new(2.0, -8.0, 8.0);
261 next.second.orientation =
262 next.second.orientation * Quaternion::rotation_x(PI * 0.6);
263 }
264
265 next.shorts.position =
266 Vec3::new(0.0, s_a.shorts.0 + 0.5 * movement1, s_a.shorts.1 - 1.0);
267
268 next.shorts.orientation = Quaternion::rotation_x(0.0 * movement1);
269
270 next.foot_l.position = Vec3::new(
271 1.0 * movement1 - s_a.foot.0 - 4.0 * sideways,
272 s_a.foot.1 + 5.5 * movement1 * forward,
273 s_a.foot.2 - 5.0 * movement1 - 5.0,
274 );
275 next.foot_l.orientation =
276 Quaternion::rotation_x(0.5 * forward) * Quaternion::rotation_y(0.8 * sideways);
277
278 next.foot_r.position = Vec3::new(
279 1.0 * movement1 + s_a.foot.0 + 4.0 * sideways,
280 s_a.foot.1 - (5.5 * movement1 + 4.0) * forward,
281 s_a.foot.2 - 5.0 * movement1 - 3.0,
282 );
283 next.foot_r.orientation =
284 Quaternion::rotation_x(1.5 * forward) * Quaternion::rotation_y(-0.8 * sideways);
285 } else {
286 next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
287
288 next.shorts.position = Vec3::new(
289 0.0,
290 s_a.shorts.0 + 4.5 * movement1,
291 s_a.shorts.1 + 2.5 * movement1,
292 );
293 next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
294
295 next.foot_l.position = Vec3::new(
296 1.0 * movement1 - s_a.foot.0 + 5.0,
297 s_a.foot.1 + 5.5 * movement1,
298 s_a.foot.2 - 5.0 * movement1,
299 );
300 next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
301
302 next.foot_r.position = Vec3::new(
303 1.0 * movement1 + s_a.foot.0 + 3.0,
304 s_a.foot.1 + 5.5 * movement1,
305 s_a.foot.2 - 5.0 * movement1,
306 );
307 next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
308 }
309
310 next.torso.position = if prev_aimed_dir.is_some() {
311 Vec3::new(0.0, 0.0, 4.0 + 7.0 * movement1)
312 } else {
313 Vec3::new(4.0, 0.0, 7.0 * movement1)
314 };
315 let roll_spin = Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI);
316 next.torso.orientation = if let Some(prev_aimed_dir) = prev_aimed_dir {
317 roll_spin
321 * Dir::from_unnormalized(orientation.into_array().into())
322 .zip(prev_aimed_dir.to_horizontal())
323 .map(|(ori, prev_aimed_dir)| {
324 Quaternion::<f32>::from_vec4(
325 ori.rotation_between(prev_aimed_dir)
326 .into_vec4()
327 .into_array()
328 .into(),
329 )
330 })
331 .unwrap_or_default()
332 } else {
333 roll_spin * Quaternion::rotation_z(tilt * -10.0) * Quaternion::rotation_y(-0.6)
334 };
335
336 next
337 }
338}