use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{AbilitySpec, Hands, ToolKind}; use core::{f32::consts::PI, ops::Mul}; pub struct SneakWieldAnimation; impl Animation for SneakWieldAnimation { type Dependency<'a> = ( (Option, Option<&'a AbilitySpec>), Option, (Option, Option), Vec3, Vec3, Vec3, f32, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_sneakwield\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneakwield")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( (active_tool_kind, active_tool_spec), second_tool_kind, hands, velocity, orientation, last_ori, global_time, ): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); *rate = 1.0; let slow = (anim_time * 3.0).sin(); let breathe = ((anim_time * 0.5).sin()).abs(); let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 }; let lower = if speed > 5.0 { 0.0 } else { 1.0 }; let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 }; let lab: f32 = 1.0; let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin(); let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin(); let speednorm = speed / 4.0; let footvertl = (anim_time * 7.0 * lab).sin(); let footvertr = (anim_time * 7.0 * lab + PI).sin(); let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((anim_time * 7.0 * lab + PI * 1.4).sin()); let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((anim_time * 7.0 * lab + PI * 0.4).sin()); let short = (anim_time * lab * 7.0).sin(); let noisea = (anim_time * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time * 19.0 + PI / 4.0).sin(); let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 7.0).sin()); let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin(); let head_look = Vec2::new( (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2, (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1, ); let orientation: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if vek::Vec2::new(orientation, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && orientation.angle_between(last_ori).is_finite() { orientation.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), orientation).signum() } else { 0.0 } * 1.3; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0); next.hold.scale = Vec3::one() * 0.0; if speed > 0.5 { next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(1.0); next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(0.4); next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06) * Quaternion::rotation_x(head_look.y + 0.45); next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5); next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_x(-0.5); next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1) * Quaternion::rotation_y(tilt * 0.5) * Quaternion::rotation_x(0.2); next.back.orientation = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1); next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7) * Quaternion::rotation_x(0.3); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0, 1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity, ); next.foot_l.orientation = Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity) * Quaternion::rotation_y(tilt * 1.8); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0, 1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity, ); next.foot_r.orientation = Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity) * Quaternion::rotation_y(tilt * 1.8); next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity); next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity); next.lantern.orientation = Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1); } else { next.head.position = Vec3::new( 0.0, 1.0 + s_a.head.0, -2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05, ); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(0.6 + head_look.y.abs()); next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1); next.chest.orientation = Quaternion::rotation_x(-0.7); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1); next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(1.35); next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(0.4); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2); next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(-0.5); next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2); } if skeleton.holding_lantern { next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0); next.hand_r.orientation = Quaternion::rotation_x(2.5); next.lantern.position = Vec3::new(0.0, 1.5, -5.5); next.lantern.orientation = next.hand_r.orientation.inverse(); } match (hands, active_tool_kind, second_tool_kind) { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { Some(ToolKind::Sword) => { next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0); }, Some(ToolKind::Axe) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); if speed < 0.5 { next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(0.35 + head_look.y.abs()); next.chest.orientation = Quaternion::rotation_x(-0.35) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.15); next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.15); next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25); } else { } next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); }, Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1 + speed * 0.2, s_a.hc.2 + 6.0); next.control.orientation = Quaternion::rotation_x(s_a.hc.3) * Quaternion::rotation_y(s_a.hc.4 + speed * -0.04) * Quaternion::rotation_z(s_a.hc.5); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { if speed > 0.5 && velocity.z == 0.0 { next.hand_r.position = Vec3::new( 7.0 + s_a.hand.0 + foothoril * 1.3, -4.0 + s_a.hand.1 + foothoril * -7.0, 1.0 + s_a.hand.2 - foothoril * 5.5, ); next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2) * Quaternion::rotation_y(footrotl * -0.4); } else { next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); }; next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.control.orientation = Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); next.hold.position = Vec3::new(0.0, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-PI / 2.0); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0); next.control.orientation = Quaternion::rotation_x(speednorm * -0.5 + 0.8) * Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5); }, Some(ToolKind::Instrument) => { if let Some(AbilitySpec::Custom(spec)) = active_tool_spec { match spec.as_str() { "Washboard" => { next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, -4.5, -5.0); next.main.orientation = Quaternion::rotation_x(5.5); }, _ => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, } } }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(-0.2 + head_look.y.abs()); } next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(0.0); }, _ => {}, }, ((_, _), _, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = Vec3::new(-7.0, 6.0, 5.0); next.control_l.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2); next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { next.control_r.position = Vec3::new(7.0, 6.0, 5.0); next.control_r.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2); next.hand_r.position = Vec3::new(1.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25); }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(8.0, 2.0, 1.0); next.hand_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25); }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0 - head_look.x * 6.0, s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15, s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5, ); next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06) * Quaternion::rotation_z(0.9) * Quaternion::rotation_y(head_look.x * 1.5) * Quaternion::rotation_x(head_look.y * 1.5); let fast = (anim_time * 8.0).sin(); let fast2 = (anim_time * 6.0 + 8.0).sin(); next.lantern.position = Vec3::new(-0.5, -0.5, -2.5); next.lantern.orientation = next.hand_r.orientation.inverse() * Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm + fast * 0.1) * Quaternion::rotation_y( tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25 + fast2 * 0.1, ); } next } }