use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::f32::consts::PI; use vek::*; pub struct RollAnimation; impl Animation for RollAnimation { type Dependency = (Option, Vec3, Vec3, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, orientation, last_ori, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 4.5).sin(); let wave_quick = (anim_time as f32 * 7.5).sin(); let wave_quick_cos = (anim_time as f32 * 7.5).cos(); let wave_slow = (anim_time as f32 * 2.3 + PI).sin(); let wave_dub = (anim_time as f32 * 4.5).sin(); let ori = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if Vec2::new(ori, last_ori) .map(|o| Vec2::::from(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(0.5) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.head.offset = Vec3::new( 0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1 + wave_dub * -8.0, ); next.head.ori = Quaternion::rotation_x(wave_dub * 0.4); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + wave_dub * -5.0, ); next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4); next.chest.scale = Vec3::one() * 1.01; next.belt.offset = Vec3::new( 0.0, skeleton_attr.belt.0, skeleton_attr.belt.0 + wave_dub * -3.0, ); next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new( 0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.0 + wave_dub * -2.0, ); next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.chest.0 + wave * -0.5, skeleton_attr.hand.1 + wave_quick_cos * -5.5, skeleton_attr.hand.2 + wave_quick * 0.5, ); next.l_hand.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( skeleton_attr.hand.0 + wave * 0.5, skeleton_attr.hand.1 + wave_quick_cos * 2.5, skeleton_attr.hand.2 + wave_quick * 3.0, ); next.r_hand.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2 + wave_dub * -1.2 + wave_slow * 4.0, ); next.l_foot.ori = Quaternion::rotation_x(wave * 0.6); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2 + wave_dub * -1.0 + wave_slow * 4.0, ); next.r_foot.ori = Quaternion::rotation_x(wave * -0.4); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.0, skeleton_attr.shoulder.2, ); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new( skeleton_attr.shoulder.0, skeleton_attr.shoulder.0, skeleton_attr.shoulder.2, ); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new(-7.0, -5.0, 15.0); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.scale = Vec3::one(); next.second.offset = Vec3::new(0.0, 0.0, 0.0); next.second.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new( skeleton_attr.lantern.0, skeleton_attr.lantern.1, skeleton_attr.lantern.2, ); next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.scale = Vec3::one() * 0.65; next.torso.offset = Vec3::new(0.0, 0.0, 0.1 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(tilt); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(0.0); next.control.scale = Vec3::one(); 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 } }