use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::f32::consts::PI; 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 { let mut next = (*skeleton).clone(); let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); let wave = (anim_time as f32 * 1.0).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(0.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.scale = Vec3::one(); }, Some(ToolKind::Axe) => { next.l_hand.offset = Vec3::new(-6.5, -0.5, 6.0); next.l_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(-0.25); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-3.0, 6.5, 6.0); next.r_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(2.98) * Quaternion::rotation_y(-0.50); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -5.0 + skeleton_attr.weapon_x, 8.5 + skeleton_attr.weapon_y, -0.5, ); next.main.ori = Quaternion::rotation_x(1.70) * Quaternion::rotation_y(-0.25) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); }, Some(ToolKind::Hammer) => { 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(); }, Some(ToolKind::Staff) => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 1.0 + wave_ultra_slow_cos * 0.5, 5.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.0; next.r_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, -1.5 + wave_ultra_slow_cos * 0.5, -2.0 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, 8.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 17.0 + wave_ultra_slow * 1.0, ); next.main.ori = Quaternion::rotation_x(-0.3 + PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.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 - wave_ultra_slow_cos * 1.0, 3.0 + wave_ultra_slow_cos * 0.5, 5.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( 1.0 + wave_ultra_slow_cos * 1.0, 8.0 + wave_ultra_slow_cos * 0.5, 2.5 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(0.3) * Quaternion::rotation_z(0.3); next.r_hand.scale = Vec3::one() * 1.01; next.main.offset = Vec3::new( -4.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, 15.0 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, -4.0 + wave_ultra_slow * 1.0, ); next.main.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.4) * Quaternion::rotation_z(0.0); next.main.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(); }, _ => {}, } next.torso.offset = Vec3::new(0.0, 0.0 + wave * -0.08, 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 } }