use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; pub struct RollAnimation; impl Animation for RollAnimation { type Dependency = ( Option, Option, Vec3, Vec3, f64, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_roll\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let spin = anim_time as f32 * 1.1; let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if ::vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.0001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.05) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 }; next.head.position = Vec3::new(0.0, s_a.head.0 + 3.0, s_a.head.1 - 1.0); next.head.orientation = Quaternion::rotation_x(-0.75); next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 + s_a.chest.1); next.chest.orientation = Quaternion::rotation_x(-0.2); next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1 + 1.0); next.belt.orientation = Quaternion::rotation_x(0.55); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 4.5, s_a.shorts.1 + 2.5); next.shorts.orientation = Quaternion::rotation_x(0.8); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 2.0); next.hand_l.orientation = Quaternion::rotation_x(0.6); next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 2.0); next.hand_r.orientation = Quaternion::rotation_x(0.6); next.foot_l.position = Vec3::new(1.0 - s_a.foot.0, s_a.foot.1 + 5.5, s_a.foot.2 - 5.0); next.foot_l.orientation = Quaternion::rotation_x(0.9); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 5.5, s_a.foot.2 - 5.0); next.foot_r.orientation = Quaternion::rotation_x(0.9); next.torso.position = Vec3::new(0.0, 0.0, 8.0) / 11.0 * s_a.scaler; next.torso.orientation = Quaternion::rotation_x(spin * -10.0) * Quaternion::rotation_z(tilt * -10.0); next } }