use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct WieldAnimation; impl Animation for WieldAnimation { 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 wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos(); let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); let foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0).sin()); let short = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0).sin()); let wave = (anim_time as f32 * 16.0).sin(); match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0); next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2); next.l_hand.scale = Vec3::one() * 1.04; next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0); next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(0.0, 0.0, -6.0); next.main.ori = Quaternion::rotation_x(-0.1) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-7.0, 6.0, 6.0); next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(wave_ultra_slow_cos * 0.08); next.control.scale = Vec3::one(); }, Some(ToolKind::Axe(_)) => { next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0); next.l_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3) * Quaternion::rotation_y(-0.8); next.l_hand.scale = Vec3::one() * 1.08; next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0); next.r_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3) * Quaternion::rotation_y(-0.8); next.r_hand.scale = Vec3::one() * 1.06; next.main.offset = Vec3::new(-6.0, 10.0, -1.0); next.main.ori = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(-0.8); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.1 + 0.2) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(wave_ultra_slow * 0.1 + 0.0); next.control.scale = Vec3::one(); }, Some(ToolKind::Hammer(_)) => { next.l_hand.offset = Vec3::new(-7.0, 4.6, 7.5); next.l_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.32); next.l_hand.scale = Vec3::one() * 1.08; next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0); next.r_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.22); next.r_hand.scale = Vec3::one() * 1.06; next.main.offset = Vec3::new(6.0, 7.0, 0.0); next.main.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(-1.35) * Quaternion::rotation_z(1.57); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(wave_ultra_slow_cos * 0.08); 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); next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(wave_ultra_slow_cos * 0.1); next.control.scale = Vec3::one(); }, Some(ToolKind::Shield(_)) => { next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); }, Some(ToolKind::Bow(_)) => { next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0); next.l_hand.ori = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0); next.r_hand.ori = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(3.0, 2.0, -13.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.3) * Quaternion::rotation_z(-0.6); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-7.0, 6.0, 6.0); next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.2) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(wave_ultra_slow_cos * 0.1); next.control.scale = Vec3::one(); }, Some(ToolKind::Dagger(_)) => { next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); }, Some(ToolKind::Debug(_)) => { next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0); next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25); next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( 5.0 + skeleton_attr.weapon_x, 8.75 + skeleton_attr.weapon_y, -2.0, ); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.27) * Quaternion::rotation_z(wave * -0.25); next.main.scale = Vec3::one(); }, _ => {}, } if velocity > 0.5 { let head_look = Vec2::new( ((global_time + anim_time) as f32 / 6.0) .floor() .mul(7331.0) .sin() * 0.2, ((global_time + anim_time) as f32 / 6.0) .floor() .mul(1337.0) .sin() * 0.1, ); next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 13.0 + short * 0.2, ); next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.2) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 9.0 + short * 1.1); next.chest.ori = Quaternion::rotation_z(short * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(short * 0.15); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = Quaternion::rotation_z(short * 0.4); next.shorts.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0); next.l_foot.ori = Quaternion::rotation_x(foot * -1.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.0); next.r_foot.ori = Quaternion::rotation_x(foot * 1.2); next.r_foot.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(-0.2); 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(); } else { let head_look = Vec2::new( ((global_time + anim_time) as f32 / 10.0) .floor() .mul(7331.0) .sin() * 0.2, ((global_time + anim_time) as f32 / 10.0) .floor() .mul(1337.0) .sin() * 0.1, ); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1, ); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 7.0 + wave_ultra_slow * 0.5); next.chest.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22); next.belt.scale = Vec3::one() * 1.02; next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = Quaternion::rotation_z(0.3); next.shorts.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0); next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0); next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035); 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_x(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 } }