2019-09-09 19:11:40 +00:00
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use std::f32::consts::PI;
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use std::ops::Mul;
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use vek::*;
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pub struct SwimAnimation;
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impl Animation for SwimAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f32, f64);
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(velocity, orientation, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * velocity * 1.2).sin();
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let wave_cos = (anim_time as f32 * velocity * 1.2).cos();
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let wave_diff = (anim_time as f32 * velocity * 0.6).sin();
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let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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let vel = Vec2::from(velocity);
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let ori = (Vec2::from(orientation)).normalized();
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let _tilt = if Vec2::new(ori, vel)
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.map(|v| Vec2::<f32>::from(v).magnitude_squared())
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.reduce_partial_min()
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> 0.001
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{
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vel.normalized().dot(ori.normalized()).min(1.0).acos()
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} else {
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0.0
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};
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next.head.offset = Vec3::new(
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0.0,
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2019-10-02 10:05:17 +00:00
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-3.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 21.0 + wave_cos * 1.3,
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2019-09-09 19:11:40 +00:00
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);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.35);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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2019-10-02 10:05:17 +00:00
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-6.0 + wave_cos_dub * 1.0,
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-0.25 + wave_cos * 5.0,
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5.0 - wave * 1.5,
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2019-09-09 19:11:40 +00:00
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);
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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2019-10-02 10:05:17 +00:00
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6.0 - wave_cos_dub * 1.0,
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-0.25 - wave_cos * 5.0,
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5.0 + wave * 1.5,
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2019-09-09 19:11:40 +00:00
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);
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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15.0,
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);
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next.weapon.ori =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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