use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::f32::consts::PI; use vek::*; pub struct Input { pub attack: bool, } pub struct ShootAnimation; impl Animation for ShootAnimation { type Dependency = (Option, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (active_tool_kind, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let lab = 1.0; let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos(); let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos(); let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos(); let quick = (((5.0) / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 2.0).cos()); let slow = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 12.4).sin()); let slower = (((5.0) / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 4.0).sin()); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward - quick * 3.5, skeleton_attr.neck_height + 21.0, ); next.head.ori = Quaternion::rotation_z(quick * 0.15) * Quaternion::rotation_x(quick * 0.09) * Quaternion::rotation_y(0.0); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0); next.chest.ori = Quaternion::rotation_z(quick * 0.15) * Quaternion::rotation_x(quick * 0.09) * Quaternion::rotation_y(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0 - quick * 1.0, 5.0); next.belt.ori = Quaternion::rotation_z(quick * 0.2) * Quaternion::rotation_x(quick * 0.12) * Quaternion::rotation_y(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, -quick * 0.5, 2.0); next.shorts.ori = Quaternion::rotation_z(quick * 0.08) * Quaternion::rotation_x(quick * 0.05) * Quaternion::rotation_y(0.0); next.shorts.scale = Vec3::one(); match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.04; next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0); next.control.ori = Quaternion::rotation_x(-1.2) * Quaternion::rotation_y(slow * 1.5) * Quaternion::rotation_z(1.4 + slow * 0.5); next.control.scale = Vec3::one(); }, Some(ToolKind::Axe(_)) => { next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, 8.0 + accel_fast * 3.0, 0.0, ); next.main.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); }, Some(ToolKind::Hammer(_)) => { next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0); //0,1,5 next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0); next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.4 + 1.57); next.control.scale = Vec3::one(); }, Some(ToolKind::Staff(_)) => { next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0); next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0); next.r_hand.ori = Quaternion::rotation_x(1.8) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(-0.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(11.0, 9.0, 10.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(3.14 + 0.3) * Quaternion::rotation_z(0.9); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - quick * 5.0); next.control.ori = Quaternion::rotation_x(quick * 1.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(quick * 1.5); next.control.scale = Vec3::one(); }, Some(ToolKind::Shield(_)) => { next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, 8.0 + accel_fast * 3.0, 0.0, ); next.main.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); }, Some(ToolKind::Bow(_)) => { next.l_hand.offset = Vec3::new(-7.0, -2.0 + slow * 5.0, -1.0); next.l_hand.ori = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(1.0, 8.0, 2.5); next.r_hand.ori = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(0.3) * Quaternion::rotation_z(0.3); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -4.0 + skeleton_attr.weapon_x, 15.0 + skeleton_attr.weapon_y, -4.0, ); next.main.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.4) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); }, Some(ToolKind::Dagger(_)) => { next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, 8.0 + accel_fast * 3.0, 0.0, ); next.main.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); }, Some(ToolKind::Debug(_)) => { next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x, 8.0 + accel_fast * 3.0, 0.0, ); next.main.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); }, _ => {}, } next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); next.glider.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); next.l_control.ori = Quaternion::rotation_x(0.0); next.l_control.scale = Vec3::one(); next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); next.r_control.ori = Quaternion::rotation_x(0.0); next.r_control.scale = Vec3::one(); next } }