1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::{Hands, ToolKind},
7 states::utils::StageSection,
8};
9use core::f32::consts::PI;
10
11pub struct StaggeredAnimation;
12
13type StaggeredAnimationDependency = (
14 Option<ToolKind>,
15 Option<ToolKind>,
16 (Option<Hands>, Option<Hands>),
17 f32,
18 f32,
19 Option<StageSection>,
20 f32,
21 bool,
22);
23impl Animation for StaggeredAnimation {
24 type Dependency<'a> = StaggeredAnimationDependency;
25 type Skeleton = CharacterSkeleton;
26
27 #[cfg(feature = "use-dyn-lib")]
28 const UPDATE_FN: &'static [u8] = b"character_staggered\0";
29
30 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_staggered")]
31 fn update_skeleton_inner(
32 skeleton: &Self::Skeleton,
33 (
34 active_tool_kind,
35 second_tool_kind,
36 hands,
37 _velocity,
38 global_time,
39 stage_section,
40 timer,
41 wield_status,
42 ): Self::Dependency<'_>,
43 anim_time: f32,
44 rate: &mut f32,
45 s_a: &SkeletonAttr,
46 ) -> Self::Skeleton {
47 *rate = 1.0;
48 let mut next = (*skeleton).clone();
49
50 let (movement1base, movement2) = match stage_section {
51 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
52 Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
53 _ => (0.0, 0.0),
54 };
55 let pullback = 1.0 - movement2;
56 let subtract = global_time - timer;
57 let check = subtract - subtract.trunc();
58 let mirror = (check - 0.5).signum();
59 let movement1 = movement1base * pullback * mirror;
60 let movement1abs = movement1base * pullback;
61 next.second.position = Vec3::new(0.0, 0.0, 0.0);
62 next.second.orientation = Quaternion::rotation_z(0.0);
63 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
64 next.head.orientation =
65 Quaternion::rotation_x(movement1abs * -0.2) * Quaternion::rotation_z(movement1 * -0.3);
66 next.shorts.orientation =
67 Quaternion::rotation_x(movement1abs * 0.2) * Quaternion::rotation_z(movement1 * -0.3);
68 next.belt.orientation =
69 Quaternion::rotation_x(movement1abs * 0.1) * Quaternion::rotation_z(movement1 * -0.2);
70 next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + movement1abs * 1.0, s_a.shorts.1);
71 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -4.0);
72 next.chest.orientation =
73 Quaternion::rotation_x(movement1abs * -0.1) * Quaternion::rotation_z(movement1 * 1.3);
74 if wield_status {
75 next.main.position = Vec3::new(0.0, 0.0, 0.0);
76 next.main.orientation = Quaternion::rotation_x(0.0);
77 next.second.position = Vec3::new(0.0, 0.0, 0.0);
78 next.second.orientation = Quaternion::rotation_z(0.0);
79 match (hands, active_tool_kind, second_tool_kind) {
80 ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
81 match tool {
82 Some(ToolKind::Sword) => {
83 next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
84 next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
85 * Quaternion::rotation_y(s_a.shl.4);
86 next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
87 next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
88 * Quaternion::rotation_y(s_a.shr.4);
89
90 next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
91 next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
92 },
93 Some(ToolKind::Axe) => {
94 next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
95 next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
96 * Quaternion::rotation_y(s_a.ahl.4);
97 next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
98 next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
99 * Quaternion::rotation_z(s_a.ahr.5);
100
101 next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
102 next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
103 * Quaternion::rotation_y(s_a.ac.4)
104 * Quaternion::rotation_z(s_a.ac.5);
105 },
106 Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
107 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
108 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
109 * Quaternion::rotation_y(s_a.hhl.4)
110 * Quaternion::rotation_z(s_a.hhl.5);
111 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
112 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
113 * Quaternion::rotation_y(s_a.hhr.4)
114 * Quaternion::rotation_z(s_a.hhr.5);
115
116 next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2);
117 next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
118 * Quaternion::rotation_y(s_a.hc.4)
119 * Quaternion::rotation_z(s_a.hc.5);
120 },
121 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
122 next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
123 next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
124 * Quaternion::rotation_y(s_a.sthr.4);
125
126 next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
127
128 next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
129 next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
130
131 next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
132 * Quaternion::rotation_y(s_a.stc.4)
133 * Quaternion::rotation_z(s_a.stc.5);
134 },
135 Some(ToolKind::Bow) => {
136 next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
137 next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
138 next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
139 next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
140
141 next.hold.position = Vec3::new(0.0, -1.0, -5.2);
142 next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
143 next.hold.scale = Vec3::one() * 1.0;
144
145 next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
146 next.control.orientation =
147 Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5);
148 },
149 Some(ToolKind::Debug) => {
150 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
151 next.hand_l.orientation = Quaternion::rotation_x(1.27);
152 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
153 next.main.orientation = Quaternion::rotation_x(PI);
154 },
155 Some(ToolKind::Farming) => {
156 next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
157 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
158 next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
159 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
160 next.main.position = Vec3::new(7.5, 7.5, 13.2);
161 next.main.orientation = Quaternion::rotation_y(PI);
162
163 next.control.position = Vec3::new(-11.0, 1.8, 4.0);
164 },
165 Some(ToolKind::Instrument) => {
166 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
167 next.hand_l.orientation = Quaternion::rotation_x(1.27);
168 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
169 next.main.orientation = Quaternion::rotation_x(PI);
170 },
171 _ => {},
172 }
173 },
174 ((_, _), _, _) => {},
175 };
176 match hands {
177 (Some(Hands::One), _) => {
178 next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
179 next.control_l.orientation = Quaternion::rotation_x(-0.3);
180 next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
181 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
182 },
183 (_, _) => {},
184 };
185 match hands {
186 (None | Some(Hands::One), Some(Hands::One)) => {
187 next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
188 next.control_r.orientation = Quaternion::rotation_x(-0.3);
189 next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
190 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
191 },
192 (_, _) => {},
193 };
194 match hands {
195 (None, None) | (None, Some(Hands::One)) => {
196 next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
197 next.hand_l.orientation =
198 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
199 },
200 (_, _) => {},
201 };
202 match hands {
203 (None, None) | (Some(Hands::One), None) => {
204 next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
205 next.hand_r.orientation =
206 Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
207 },
208 (_, _) => {},
209 }
210 } else if mirror > 0.0 {
211 next.hand_r.position = Vec3::new(
212 s_a.hand.0 + movement1abs * -9.0,
213 s_a.hand.1 + movement1 * 9.0,
214 s_a.hand.2 + movement1 * 5.0,
215 );
216 next.hand_r.orientation =
217 Quaternion::rotation_x(movement1 * 1.2) * Quaternion::rotation_y(movement1 * 1.5);
218 next.hand_l.position = Vec3::new(
219 -s_a.hand.0,
220 s_a.hand.1 + movement1abs * 3.0,
221 s_a.hand.2 + movement1abs * -1.0,
222 );
223 next.hand_l.orientation = Quaternion::rotation_x(movement1abs * 0.5)
224 * Quaternion::rotation_y(movement1 * 0.3);
225 next.foot_l.position =
226 Vec3::new(-s_a.foot.0, s_a.foot.1 + movement1abs * -7.0, s_a.foot.2);
227 next.foot_l.orientation = Quaternion::rotation_x(movement1abs * -1.2)
228 * Quaternion::rotation_z(movement1 * 0.8);
229
230 next.foot_r.position = Vec3::new(
231 s_a.foot.0 + movement1 * -5.0,
232 s_a.foot.1 + movement1abs * 3.0,
233 s_a.foot.2,
234 );
235 next.foot_r.orientation = Quaternion::rotation_z(movement1 * 0.6);
236 } else {
237 next.hand_l.position = Vec3::new(
238 -s_a.hand.0 + movement1abs * 9.0,
239 s_a.hand.1 + movement1abs * 9.0,
240 s_a.hand.2 + movement1abs * 5.0,
241 );
242 next.hand_l.orientation = Quaternion::rotation_x(movement1abs * 1.2)
243 * Quaternion::rotation_y(movement1 * 1.5);
244 next.hand_r.position = Vec3::new(
245 s_a.hand.0,
246 s_a.hand.1 + movement1abs * 3.0,
247 s_a.hand.2 + movement1abs * -1.0,
248 );
249 next.hand_r.orientation = Quaternion::rotation_x(movement1abs * 0.5)
250 * Quaternion::rotation_y(movement1 * 0.3);
251 next.foot_r.position =
252 Vec3::new(s_a.foot.0, s_a.foot.1 + movement1abs * -7.0, s_a.foot.2);
253 next.foot_r.orientation = Quaternion::rotation_x(movement1abs * -1.2)
254 * Quaternion::rotation_z(movement1 * 0.8);
255 next.foot_l.position = Vec3::new(
256 -s_a.foot.0 + movement1 * -5.0,
257 s_a.foot.1 + movement1abs * 3.0,
258 s_a.foot.2,
259 );
260 next.foot_l.orientation = Quaternion::rotation_z(movement1 * 0.6);
261 };
262 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
263 next.torso.orientation = Quaternion::rotation_z(0.0);
264
265 if let (None, Some(Hands::Two)) = hands {
266 next.second = next.main;
267 }
268
269 next
270 }
271}