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", export_name = "character_roll")]
34
35 fn update_skeleton_inner(
36 skeleton: &Self::Skeleton,
37 (
38 active_tool_kind,
39 second_tool_kind,
40 hands,
41 wield_status,
42 orientation,
43 last_ori,
44 _global_time,
45 stage_section,
46 prev_aimed_dir,
47 ): Self::Dependency<'_>,
48 anim_time: f32,
49 rate: &mut f32,
50 s_a: &SkeletonAttr,
51 ) -> Self::Skeleton {
52 *rate = 1.0;
53 let mut next = (*skeleton).clone();
54
55 let ori: Vec2<f32> = Vec2::from(orientation);
56 let last_ori = Vec2::from(last_ori);
57 let tilt = if vek::Vec2::new(ori, last_ori)
58 .map(|o| o.magnitude_squared())
59 .map(|m| m > 0.0001 && m.is_finite())
60 .reduce_and()
61 && ori.angle_between(last_ori).is_finite()
62 {
63 ori.angle_between(last_ori).min(0.05)
64 * last_ori.determine_side(Vec2::zero(), ori).signum()
65 } else {
66 0.0
67 };
68
69 let (movement1base, movement2, movement3) = match stage_section {
70 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
71 Some(StageSection::Movement) => (1.0, anim_time, 0.0),
72 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
73 _ => (0.0, 0.0, 0.0),
74 };
75 let pullback = 1.0 - movement3;
76 let movement1 = movement1base * pullback;
77
78 if wield_status {
79 next.main.position = Vec3::new(0.0, 0.0, 0.0);
80 next.main.orientation = Quaternion::rotation_x(0.0);
81 next.second.position = Vec3::new(0.0, 0.0, 0.0);
82 next.second.orientation = Quaternion::rotation_z(0.0);
83 match hands {
84 (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
85 Some(ToolKind::Sword) => {
86 next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
87 next.hand_l.orientation =
88 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
89 next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
90 next.hand_r.orientation =
91 Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
92
93 next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
94 next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
95 },
96 Some(ToolKind::Axe) => {
97 next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
98 next.hand_l.orientation =
99 Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
100 next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
101 next.hand_r.orientation =
102 Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
103
104 next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
105 next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
106 * Quaternion::rotation_y(s_a.ac.4)
107 * Quaternion::rotation_z(s_a.ac.5);
108 },
109 Some(
110 ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel | ToolKind::Instrument,
111 ) => {
112 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
113 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
114 * Quaternion::rotation_y(s_a.hhl.4)
115 * Quaternion::rotation_z(s_a.hhl.5);
116 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
117 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
118 * Quaternion::rotation_y(s_a.hhr.4)
119 * Quaternion::rotation_z(s_a.hhr.5);
120
121 next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
122 next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
123 * Quaternion::rotation_y(s_a.hc.4)
124 * Quaternion::rotation_z(s_a.hc.5);
125 },
126 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
127 next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
128 next.hand_r.orientation =
129 Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
130
131 next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
132
133 next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
134 next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
135
136 next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
137 * Quaternion::rotation_y(s_a.stc.4)
138 * Quaternion::rotation_z(s_a.stc.5);
139 },
140 Some(ToolKind::Bow) => {
141 next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
142 next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
143 next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
144 next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
145
146 next.hold.position = Vec3::new(0.0, -1.0, -5.2);
147 next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
148 next.hold.scale = Vec3::one() * 1.0;
149
150 next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
151 next.control.orientation =
152 Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
153 },
154 Some(ToolKind::Debug) => {
155 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
156 next.hand_l.orientation = Quaternion::rotation_x(1.27);
157 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
158 next.main.orientation = Quaternion::rotation_x(PI);
159 },
160 Some(ToolKind::Farming) => {
161 next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
162 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
163 next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
164 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
165 next.main.position = Vec3::new(7.5, 7.5, 13.2);
166 next.main.orientation = Quaternion::rotation_y(PI);
167
168 next.control.position = Vec3::new(-11.0, 1.8, 4.0);
169 },
170 Some(ToolKind::Shield) => {
171 next.hand_l.position = Vec3::new(0.0, -1.5, 0.0);
172 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
173
174 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
175 next.hand_r.orientation =
176 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
177
178 next.control.position = Vec3::new(0.0, 7.0, 4.0);
179 next.control.orientation =
180 Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
181 },
182 _ => {},
183 },
184 (_, _) => {},
185 };
186 match hands {
187 (Some(Hands::One), _) => {
188 next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
189 next.control_l.orientation = Quaternion::rotation_x(-0.3);
190 next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
191 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
192 },
193 (_, _) => {},
194 };
195 match hands {
196 (None | Some(Hands::One), Some(Hands::One)) => {
197 next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
198 next.control_r.orientation = Quaternion::rotation_x(-0.3);
199 next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
200 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
201 },
202 (_, _) => {},
203 };
204 match hands {
205 (None, None) | (None, Some(Hands::One)) => {
206 next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
207 next.hand_l.orientation =
208 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
209 },
210 (_, _) => {},
211 };
212 match hands {
213 (None, None) | (Some(Hands::One), None) => {
214 next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
215 next.hand_r.orientation =
216 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
217 },
218 (_, _) => {},
219 }
220 } else {
221 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
222 }
223 next.head.position = Vec3::new(
224 0.0,
225 s_a.head.0 + 1.5 * movement1,
226 s_a.head.1 - 1.0 * movement1,
227 );
228 next.head.orientation = if prev_aimed_dir.is_some() {
229 Quaternion::identity()
230 } else {
231 Quaternion::rotation_x(-0.3 * movement1) * Quaternion::rotation_y(-0.4)
232 };
233
234 next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
235
236 next.belt.position = Vec3::new(
237 0.0,
238 s_a.belt.0 + 1.0 * movement1,
239 s_a.belt.1 + 1.0 * movement1,
240 );
241 next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
242
243 if let Some(prev_aimed_dir) = prev_aimed_dir {
244 let forward = prev_aimed_dir.dot(orientation).abs();
245 let sideways = 1.0 - forward;
246
247 if matches!(hands.0, None | Some(Hands::One)) {
248 next.hand_l.position += Vec3::new(-2.0, -8.0, 6.0);
249 next.hand_l.orientation =
250 next.hand_l.orientation * Quaternion::rotation_z(PI * -0.25);
251
252 next.main.position += Vec3::new(-2.0, -6.0, 8.0);
253 next.main.orientation = next.main.orientation * Quaternion::rotation_x(PI * 0.6);
254 }
255
256 if matches!(hands.1, None | Some(Hands::One)) {
257 next.hand_r.position += Vec3::new(2.0, -6.0, 6.0);
258 next.hand_r.orientation =
259 next.hand_r.orientation * Quaternion::rotation_z(PI * 0.25);
260
261 next.second.position += Vec3::new(2.0, -8.0, 8.0);
262 next.second.orientation =
263 next.second.orientation * Quaternion::rotation_x(PI * 0.6);
264 }
265
266 next.shorts.position =
267 Vec3::new(0.0, s_a.shorts.0 + 0.5 * movement1, s_a.shorts.1 - 1.0);
268
269 next.shorts.orientation = Quaternion::rotation_x(0.0 * movement1);
270
271 next.foot_l.position = Vec3::new(
272 1.0 * movement1 - s_a.foot.0 - 4.0 * sideways,
273 s_a.foot.1 + 5.5 * movement1 * forward,
274 s_a.foot.2 - 5.0 * movement1 - 5.0,
275 );
276 next.foot_l.orientation =
277 Quaternion::rotation_x(0.5 * forward) * Quaternion::rotation_y(0.8 * sideways);
278
279 next.foot_r.position = Vec3::new(
280 1.0 * movement1 + s_a.foot.0 + 4.0 * sideways,
281 s_a.foot.1 - (5.5 * movement1 + 4.0) * forward,
282 s_a.foot.2 - 5.0 * movement1 - 3.0,
283 );
284 next.foot_r.orientation =
285 Quaternion::rotation_x(1.5 * forward) * Quaternion::rotation_y(-0.8 * sideways);
286 } else {
287 next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
288
289 next.shorts.position = Vec3::new(
290 0.0,
291 s_a.shorts.0 + 4.5 * movement1,
292 s_a.shorts.1 + 2.5 * movement1,
293 );
294 next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
295
296 next.foot_l.position = Vec3::new(
297 1.0 * movement1 - s_a.foot.0 + 5.0,
298 s_a.foot.1 + 5.5 * movement1,
299 s_a.foot.2 - 5.0 * movement1,
300 );
301 next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
302
303 next.foot_r.position = Vec3::new(
304 1.0 * movement1 + s_a.foot.0 + 3.0,
305 s_a.foot.1 + 5.5 * movement1,
306 s_a.foot.2 - 5.0 * movement1,
307 );
308 next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
309 }
310
311 next.torso.position = if prev_aimed_dir.is_some() {
312 Vec3::new(0.0, 0.0, 4.0 + 7.0 * movement1)
313 } else {
314 Vec3::new(4.0, 0.0, 7.0 * movement1)
315 };
316 let roll_spin = Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI);
317 next.torso.orientation = if let Some(prev_aimed_dir) = prev_aimed_dir {
318 roll_spin
322 * Dir::from_unnormalized(orientation.into_array().into())
323 .zip(prev_aimed_dir.to_horizontal())
324 .map(|(ori, prev_aimed_dir)| {
325 Quaternion::<f32>::from_vec4(
326 ori.rotation_between(prev_aimed_dir)
327 .into_vec4()
328 .into_array()
329 .into(),
330 )
331 })
332 .unwrap_or_default()
333 } else {
334 roll_spin * Quaternion::rotation_z(tilt * -10.0) * Quaternion::rotation_y(-0.6)
335 };
336
337 next
338 }
339}