use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::f32::consts::PI; use vek::*; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency = (Option, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (active_tool_kind, velocity, _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 foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 1.3 * velocity).sin()); 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 decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); let slow = (((5.0) / (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 11.0).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()); let slowax = (((5.0) / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()); match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(slow * 0.08) * Quaternion::rotation_x(0.0 + slow * 0.08) * Quaternion::rotation_y(slow * -0.08); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.ori = Quaternion::rotation_z(slow * -0.2) * Quaternion::rotation_x(0.0 + slow * -0.2) * Quaternion::rotation_y(slow * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = next.chest.ori * -0.2; next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = next.chest.ori * -0.15; next.shorts.scale = Vec3::one(); 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(-1.4) * Quaternion::rotation_y(slow * 1.5 + 0.7) * Quaternion::rotation_z(1.4 + slow * 0.5); next.control.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0); next.l_foot.ori = Quaternion::rotation_x(foot * -0.6); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0); next.r_foot.ori = Quaternion::rotation_x(foot * 0.6); next.r_foot.scale = Vec3::one(); 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_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.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 } }