use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; pub struct ClimbAnimation; impl Animation for ClimbAnimation { type Dependency<'a> = ( Option, Option, Vec3, Vec3, f32, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_climb\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_climb")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, velocity, _orientation, global_time): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let lateral = Vec2::::from(velocity).magnitude(); let speed = velocity.z; *rate = speed; let constant: f32 = 1.0; let smooth = (anim_time * constant * 1.5).sin(); let smootha = (anim_time * constant * 1.5 + PI / 2.0).sin(); let drop = (anim_time * constant * 4.0 + PI / 2.0).sin(); let dropa = (anim_time * constant * 4.0).sin(); let quick = ((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5).sin()).powi(2))).sqrt()) * ((anim_time * constant * 1.5).sin()); let quicka = ((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5 + PI / 2.0).sin()).powi(2))).sqrt()) * ((anim_time * constant * 1.5 + PI / 2.0).sin()); let head_look = Vec2::new( (global_time / 2.0 + anim_time / 2.0) .floor() .mul(7331.0) .sin() * 0.3, (global_time / 2.0 + anim_time / 2.0) .floor() .mul(1337.0) .sin() * 0.15, ); let stagnant = if speed > -0.7 { 1.0 } else { 0.0 }; //sets static position when there is no movement if speed > 0.7 || lateral > 0.1 { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + smootha * 0.2); next.head.orientation = Quaternion::rotation_z(smooth * 0.1) * Quaternion::rotation_x(0.6) * Quaternion::rotation_y(quick * 0.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + smootha * 1.1); next.chest.orientation = Quaternion::rotation_z(quick * 0.25) * Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(quick * -0.12); next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1); next.back.orientation = Quaternion::rotation_x(-0.2); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.1) * Quaternion::rotation_y(quick * 0.10); next.hand_l.position = Vec3::new( -s_a.hand.0, 4.0 + s_a.hand.1 + quicka * 1.5, 5.0 + s_a.hand.2 - quick * 4.0, ); next.hand_l.orientation = Quaternion::rotation_x(2.2 + quicka * 0.5); next.hand_r.position = Vec3::new( s_a.hand.0, 5.0 + s_a.hand.1 - quicka * 1.5, 5.0 + s_a.hand.2 + quick * 4.0, ); next.hand_r.orientation = Quaternion::rotation_x(2.2 - quicka * 0.5); next.foot_l.position = Vec3::new(-s_a.foot.0, 5.0 + s_a.foot.1, s_a.foot.2 + quick * 2.5); next.foot_l.orientation = Quaternion::rotation_x(0.2 - quicka * 0.5); next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2 - quick * 2.5); next.foot_r.orientation = Quaternion::rotation_x(0.2 + quicka * 0.5); next.shoulder_l.orientation = Quaternion::rotation_x(smootha * 0.15); next.shoulder_r.orientation = Quaternion::rotation_x(smooth * 0.15); next.lantern.orientation = Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3); next.torso.position = Vec3::new(0.0, -2.2 + smooth * -0.88, 4.4); } else { next.head.position = Vec3::new(0.0, -1.0 - stagnant + s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x( -0.25 * (1.0 - stagnant) + stagnant * 2.0 * head_look.x.abs(), ) * Quaternion::rotation_z(stagnant * 3.5 * head_look.x.abs()); next.chest.position = Vec3::new(0.0, 1.0 + s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_z(0.6 * stagnant) * Quaternion::rotation_x((0.2 + drop * 0.05) * (1.0 - stagnant)); next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.1 + dropa * 0.1); next.back.orientation = Quaternion::rotation_x( -0.2 + dropa * 0.1 - 0.15 * (1.0 - stagnant) + stagnant * 0.1, ); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.1 + dropa * 0.12 * (1.0 - stagnant)); next.hand_l.position = Vec3::new( -s_a.hand.0, 7.5 + stagnant * -5.0 + s_a.hand.1, 7.0 + stagnant * -7.0 + s_a.hand.2 + dropa * -1.0 * (1.0 - stagnant), ); next.hand_l.orientation = Quaternion::rotation_x(2.2 + stagnant * -1.4) * Quaternion::rotation_y((0.3 + dropa * 0.1) * (1.0 - stagnant)); next.hand_r.position = Vec3::new( s_a.hand.0, 7.5 + stagnant * -2.5 + s_a.hand.1, 5.0 + s_a.hand.2 + drop * -1.0 * (1.0 - stagnant), ); next.hand_r.orientation = Quaternion::rotation_x(2.2) * Quaternion::rotation_y(-0.3 + drop * 0.1 * (1.0 - stagnant)); next.foot_l.position = Vec3::new( -s_a.foot.0, 4.0 + stagnant * 3.0 + s_a.foot.1, 1.0 + s_a.foot.2 + drop * -2.0 * (1.0 - stagnant), ); next.foot_l.orientation = Quaternion::rotation_x(0.55 + drop * 0.1 * (1.0 - stagnant)); next.foot_r.position = Vec3::new( s_a.foot.0, 2.0 + stagnant * 4.0 + s_a.foot.1, -2.0 + s_a.foot.2 + smooth * 1.0 * (1.0 - stagnant), ); next.foot_r.orientation = Quaternion::rotation_x(0.2 + smooth * 0.15 * (1.0 - stagnant)); next.torso.position = Vec3::new(0.0, -2.2, 4.4); }; next } }