use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::{f32::consts::PI, ops::Mul}; pub struct MountAnimation; impl Animation for MountAnimation { type Dependency<'a> = ( Option, Option, (Option, Option), f32, Vec3, Vec3, Vec3, Vec3, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_mount\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_mount")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, global_time, velocity, avg_vel, orientation, last_ori, ): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let head_look = Vec2::new( (global_time * 0.05 + anim_time / 15.0) .floor() .mul(7331.0) .sin() * 0.25, (global_time * 0.05 + anim_time / 15.0) .floor() .mul(1337.0) .sin() * 0.125, ); let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let speed = (Vec2::::from(velocity).magnitude()).min(24.0); let canceler = (speed / 24.0).powf(0.6); let _x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler; let tilt = if vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.head.scale = Vec3::one() * s_a.head_scale; next.chest.scale = Vec3::one() * 1.01; next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.scale = Vec3::one() * 1.04; next.back.scale = Vec3::one() * 1.02; next.belt.scale = Vec3::one() * 1.02; next.hold.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.65; next.shoulder_l.scale = Vec3::one() * 1.1; next.shoulder_r.scale = Vec3::one() * 1.1; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -2.0) * Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs()); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5) * Quaternion::rotation_y(tilt * 2.0); next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5); next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1 + 1.0); next.shorts.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(tilt * -1.0); next.hand_l.position = Vec3::new(-s_a.hand.0 + 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(-PI / 2.0 + 0.5); next.hand_r.position = Vec3::new(s_a.hand.0 - 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0 - 0.5); next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.5); next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.5); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_x(0.0); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_x(0.0); if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0 + 1.0 - head_look.x * 8.0, s_a.hand.1 + 5.0 + head_look.x * 6.0, s_a.hand.2 + 9.0 + head_look.y * 6.0, ); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9) * Quaternion::rotation_y(head_look.x * 3.0) * Quaternion::rotation_x(head_look.y * 3.0); let fast = (anim_time * 5.0).sin(); let fast2 = (anim_time * 4.5 + 8.0).sin(); next.lantern.position = Vec3::new(-0.5, -0.5, -2.5); next.lantern.orientation = next.hand_r.orientation.inverse() * Quaternion::rotation_x(fast * 0.1) * Quaternion::rotation_y(fast2 * 0.1); } else { next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2); }; next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; next.hold.position = Vec3::new(0.4, -0.3, -5.8); match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind { Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, -5.0, 6.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.main.position = Vec3::new(2.0, -5.0, -1.0); next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57); }, _ => { next.main.position = Vec3::new(-7.0, -5.0, 15.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, }, (_, _) => {}, }; match hands { (Some(Hands::One), _) => match active_tool_kind { Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => { next.main.position = Vec3::new(-4.0, -5.0, 10.0); next.main.orientation = Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57); }, _ => {}, }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind { Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => { next.second.position = Vec3::new(4.0, -6.0, 10.0); next.second.orientation = Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-1.57); }, _ => {}, }, (_, _) => {}, }; next.second.scale = match hands { (Some(Hands::One), Some(Hands::One)) => Vec3::one(), (_, _) => Vec3::zero(), }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }