use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
util::Dir,
};
use std::f32::consts::PI;
pub struct RollAnimation;
type RollAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
bool,
Vec3<f32>,
Vec3<f32>,
f32,
Option<StageSection>,
Option<Dir>,
);
impl Animation for RollAnimation {
type Dependency<'a> = RollAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_roll\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
second_tool_kind,
hands,
wield_status,
orientation,
last_ori,
_global_time,
stage_section,
prev_aimed_dir,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
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 > 0.0001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.05)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
};
let (movement1base, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1 = movement1base * pullback;
if wield_status {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(
ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel | ToolKind::Instrument,
) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
next.control.orientation =
Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
},
Some(ToolKind::Shield) => {
next.hand_l.position = Vec3::new(0.0, -1.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
next.control.position = Vec3::new(0.0, 7.0, 4.0);
next.control.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
}
} else {
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
}
next.head.position = Vec3::new(
0.0,
s_a.head.0 + 1.5 * movement1,
s_a.head.1 - 1.0 * movement1,
);
next.head.orientation = if prev_aimed_dir.is_some() {
Quaternion::identity()
} else {
Quaternion::rotation_x(-0.3 * movement1) * Quaternion::rotation_y(-0.4)
};
next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
next.belt.position = Vec3::new(
0.0,
s_a.belt.0 + 1.0 * movement1,
s_a.belt.1 + 1.0 * movement1,
);
next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
if let Some(prev_aimed_dir) = prev_aimed_dir {
let forward = prev_aimed_dir.dot(orientation.into()).abs();
let sideways = 1.0 - forward;
if matches!(hands.0, None | Some(Hands::One)) {
next.hand_l.position += Vec3::new(-2.0, -8.0, 6.0);
next.hand_l.orientation =
next.hand_l.orientation * Quaternion::rotation_z(PI * -0.25);
next.main.position += Vec3::new(-2.0, -6.0, 8.0);
next.main.orientation = next.main.orientation * Quaternion::rotation_x(PI * 0.6);
}
if matches!(hands.1, None | Some(Hands::One)) {
next.hand_r.position += Vec3::new(2.0, -6.0, 6.0);
next.hand_r.orientation =
next.hand_r.orientation * Quaternion::rotation_z(PI * 0.25);
next.second.position += Vec3::new(2.0, -8.0, 8.0);
next.second.orientation =
next.second.orientation * Quaternion::rotation_x(PI * 0.6);
}
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + 0.5 * movement1, s_a.shorts.1 - 1.0);
next.shorts.orientation = Quaternion::rotation_x(0.0 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0 - 4.0 * sideways,
s_a.foot.1 + 5.5 * movement1 * forward,
s_a.foot.2 - 5.0 * movement1 - 5.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(0.5 * forward) * Quaternion::rotation_y(0.8 * sideways);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0 + 4.0 * sideways,
s_a.foot.1 - (5.5 * movement1 + 4.0) * forward,
s_a.foot.2 - 5.0 * movement1 - 3.0,
);
next.foot_r.orientation =
Quaternion::rotation_x(1.5 * forward) * Quaternion::rotation_y(-0.8 * sideways);
} else {
next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
next.shorts.position = Vec3::new(
0.0,
s_a.shorts.0 + 4.5 * movement1,
s_a.shorts.1 + 2.5 * movement1,
);
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0 + 5.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0 + 3.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
}
next.torso.position = if prev_aimed_dir.is_some() {
Vec3::new(0.0, 0.0, 4.0 + 7.0 * movement1)
} else {
Vec3::new(4.0, 0.0, 7.0 * movement1)
};
let roll_spin = Quaternion::rotation_x(-0.3 + movement1 * -0.4 + movement2 * -2.0 * PI);
next.torso.orientation = if let Some(prev_aimed_dir) = prev_aimed_dir {
roll_spin
* Dir::from_unnormalized(orientation.into_array().into())
.zip(prev_aimed_dir.to_horizontal())
.map(|(ori, prev_aimed_dir)| {
Quaternion::<f32>::from_vec4(
ori.rotation_between(prev_aimed_dir)
.into_vec4()
.into_array()
.into(),
)
})
.unwrap_or_default()
} else {
roll_spin * Quaternion::rotation_z(tilt * -10.0) * Quaternion::rotation_y(-0.6)
};
next
}
}