use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{AbilitySpec, Hands, ToolKind}, states::utils::AbilityInfo, }; use std::{f32::consts::PI, ops::Mul}; pub struct MusicAnimation; type MusicAnimationDependency<'a> = ( (Option, Option), (Option, Option<&'a AbilitySpec>, f32), Vec3, ); impl Animation for MusicAnimation { type Dependency<'a> = MusicAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_music\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_music")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_hands, (ability_info, active_tool_spec, global_time), rel_vel): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); *rate = 2.0; let lab: f32 = 1.0; let short = ((5.0 / (3.0 + 2.0 * ((anim_time * lab * 6.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 6.0).sin()); let noisea = (anim_time * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time * 19.0 + PI / 4.0).sin(); let shorte = (anim_time * lab * 6.0).sin(); let shortealt = (anim_time * lab * 6.0 + PI / 2.0).sin(); let foot = ((0.1 / (1.0 + (4.0) * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); // common animations next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortealt * 1.5); next.chest.orientation = Quaternion::rotation_z(short * 0.35) * Quaternion::rotation_y(shorte * 0.08) * Quaternion::rotation_x(foot * 0.07); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(shorte * 0.25); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x(-0.25 + shorte * 0.1 + noisea * 0.1 + noiseb * 0.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(foot * 0.35); // don't override run animation when instruments are played moving if rel_vel.magnitude() < 0.1 { next.foot_l.position = Vec3::new( -s_a.foot.0 + foot * 0.8, 1.5 + -s_a.foot.1 + foot * -4.0, s_a.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(foot * -0.3) * Quaternion::rotation_z(short * -0.15); next.foot_r.position = Vec3::new( s_a.foot.0 + foot * 0.8, 1.5 + -s_a.foot.1 + foot * 4.0, s_a.foot.2, ); next.foot_r.orientation = Quaternion::rotation_x(foot * 0.3) * Quaternion::rotation_z(short * 0.15); }; 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(shorte * 0.15); 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(shorte * -0.15); next.lantern.orientation = Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); next.torso.position = Vec3::new(0.0, -3.3, 0.0); next.torso.orientation = Quaternion::rotation_z(short * -0.2); let head_look = Vec2::new( (global_time + anim_time / 6.0).floor().mul(7331.0).sin() * 0.3, (global_time + anim_time / 6.0).floor().mul(1337.0).sin() * 0.15, ); // TODO: create Instrument SubToolKinds to distinguish instruments match ability_info.and_then(|a| a.tool) { Some(ToolKind::Instrument) => { if let Some(AbilitySpec::Custom(spec)) = active_tool_spec { // instrument specific head_bop let head_bop = match spec.as_str() { "Flute" | "Melodica" => 0.2, "Guitar" | "Lute" | "Sitar" => 0.5, "Harp" | "Kalimba" => 0.3, _ => 1.0, }; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z((short * head_bop) * -0.6) * Quaternion::rotation_x( 0.2 + head_look.y.max(0.0) + (shorte * head_bop).abs() * -0.2, ); // instrument specific hand and instrument animations match spec.as_str() { "Bass" => { next.hand_l.position = Vec3::new( 3.5 - s_a.hand.0, 7.0 + s_a.hand.1 + shortealt * -3.0, 8.0 + s_a.hand.2 + shortealt * -0.75, ); next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15) * Quaternion::rotation_y(-0.5); next.hand_r.position = Vec3::new( -2.0 + s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * 6.0, 4.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.4); next.main.position = Vec3::new(-4.0, 6.0, 16.0); next.main.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(3.0) * Quaternion::rotation_z(PI / -3.0); }, "Flute" => { next.hand_l.position = Vec3::new( 4.0 - s_a.hand.0, 6.0 + s_a.hand.1 + shortealt * -0.5, 4.0 + s_a.hand.2 + shortealt * -0.75, ); next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15) * Quaternion::rotation_y(-0.9); next.hand_r.position = Vec3::new( -4.5 + s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * 2.0, 2.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.6); next.main.position = Vec3::new(-2.5, 10.0, -11.0); next.main.orientation = Quaternion::rotation_x(3.5) * Quaternion::rotation_y(PI) * Quaternion::rotation_z(0.05); }, "Guitar" => { next.hand_l.position = Vec3::new( 1.0 - s_a.hand.0, 6.0 + s_a.hand.1 + shortealt * -1.0, 2.0 + s_a.hand.2 + shortealt * -1.5, ); next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(0.8); next.hand_r.position = Vec3::new( -2.0 + s_a.hand.0 - shortealt * 1.25, 6.0 + s_a.hand.1 + shortealt * 2.0, 3.0 + s_a.hand.2 + shortealt * 0.25, ); next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15) * Quaternion::rotation_y(0.6); next.main.position = Vec3::new(-14.0, 6.0, 5.0); next.main.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(2.0) * Quaternion::rotation_z(PI / -3.0); }, "Harp" => { next.hand_l.position = Vec3::new( 3.0 - s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * -0.1, 1.0 + s_a.hand.2 + shortealt * -0.2, ); next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15) * Quaternion::rotation_y(-0.6); next.hand_r.position = Vec3::new( -4.0 + s_a.hand.0 + shortealt * 2.0, 5.0 + s_a.hand.1 - shortealt * 3.0, 2.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.9); next.main.position = Vec3::new(8.0, 14.0, -6.0); next.main.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(-0.75) * Quaternion::rotation_z(0.20); }, "Kalimba" => { next.hand_l.position = Vec3::new( 3.0 - s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * -0.1, 1.0 + s_a.hand.2 + shortealt * -0.2, ); next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15) * Quaternion::rotation_y(-0.6); next.hand_r.position = Vec3::new( -2.0 + s_a.hand.0 + shortealt * 2.0, 5.0 + s_a.hand.1 - shortealt * 3.0, 2.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.9); next.main.position = Vec3::new(8.0, 12.0, -8.0); next.main.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(-0.75) * Quaternion::rotation_z(PI - 0.2); }, "Lute" => { next.hand_l.position = Vec3::new( 2.0 - s_a.hand.0, 5.0 + s_a.hand.1 + shortealt * -1.0, 2.0 + s_a.hand.2 + shortealt * -1.5, ); next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(0.8); next.hand_r.position = Vec3::new( -1.0 + s_a.hand.0 - shortealt * 1.25, 6.0 + s_a.hand.1 + shortealt * 2.0, 2.0 + s_a.hand.2 + shortealt * 0.25, ); next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15) * Quaternion::rotation_y(0.6); next.main.position = Vec3::new(-14.0, 6.0, 4.0); next.main.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(2.0) * Quaternion::rotation_z(PI / -3.0); }, "Melodica" => { next.hand_l.position = Vec3::new( 4.0 - s_a.hand.0, 6.0 + s_a.hand.1 + shortealt * -0.5, 4.0 + s_a.hand.2 + shortealt * -0.75, ); next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15) * Quaternion::rotation_y(-0.9); next.hand_r.position = Vec3::new( -3.5 + s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * 2.0, 2.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.6); next.main.position = Vec3::new(-1.0, 2.0, 16.0); next.main.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(PI) * Quaternion::rotation_z(PI / -2.0); }, "Perc" => { next.hand_l.position = Vec3::new( 3.0 - s_a.hand.0, 4.0 + s_a.hand.1 + shortealt * -0.1, 1.0 + s_a.hand.2 + shortealt * -0.2, ); next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15) * Quaternion::rotation_y(-0.6); next.hand_r.position = Vec3::new( -4.0 + s_a.hand.0 + shortealt * 2.0, 5.0 + s_a.hand.1 - shortealt * 3.0, 2.0 + s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(0.9); next.main.position = Vec3::new(8.0, 14.0, -6.0); next.main.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(-0.75) * Quaternion::rotation_z(0.20); }, "Sitar" => { next.hand_l.position = Vec3::new( 2.0 - s_a.hand.0, 6.0 + s_a.hand.1 + shortealt * -1.0, 1.0 + s_a.hand.2 + shortealt * -1.5, ); next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(0.8); next.hand_r.position = Vec3::new( -2.0 + s_a.hand.0 - shortealt * 1.25, 6.0 + s_a.hand.1 + shortealt * 2.0, 2.0 + s_a.hand.2 + shortealt * 0.25, ); next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15) * Quaternion::rotation_y(0.6); next.main.position = Vec3::new(-14.0, 6.0, 4.0); next.main.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(2.0) * Quaternion::rotation_z(PI / -3.0); }, _ => {}, } } }, _ => {}, } if skeleton.holding_lantern { next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9); next.lantern.position = Vec3::new(-0.5, -0.5, 5.5); next.lantern.orientation = next.hand_r.orientation.inverse(); } next } }