use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct GlidingAnimation; impl Animation for GlidingAnimation { type Dependency = (Option, Vec3, Vec3, Vec3, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let quick = (anim_time as f32 * 7.0).sin(); let quicka = (anim_time as f32 * 7.0 + PI / 2.0).sin(); let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin(); let slow = (anim_time as f32 * 3.0).sin(); let slowb = (anim_time as f32 * 3.0 + PI).sin(); let slowa = (anim_time as f32 * 3.0 + PI / 2.0).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 4.0) .floor() .mul(1337.0) .sin() * 0.25, ); 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(0.15) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 0.8; next.head.offset = Vec3::new( 0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1, ); next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y) * Quaternion::rotation_z(head_look.x + slowa * 0.15); next.chest.offset = Vec3::new(0.0, 0.0, -2.0); next.chest.ori = Quaternion::rotation_z(slowa * 0.2); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(slowa * 0.25); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); next.shorts.ori = Quaternion::rotation_z(slowa * 0.35); next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 8.0); next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1); next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 8.0); next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, 2.0 + skeleton_attr.foot.1, -9.0 + skeleton_attr.foot.2, ); next.l_foot.ori = Quaternion::rotation_x( (wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04, ); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, 2.0 + skeleton_attr.foot.1, -9.0 + skeleton_attr.foot.2, ); next.r_foot.ori = Quaternion::rotation_x( (wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04, ); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new( skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, -13.0 + slow * 0.10, 8.0); next.glider.ori = Quaternion::rotation_x(0.8) * Quaternion::rotation_y(slowa * 0.04); next.glider.scale = Vec3::one(); 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.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new( skeleton_attr.lantern.0, skeleton_attr.lantern.1, skeleton_attr.lantern.2, ); next.lantern.scale = Vec3::one() * 0.65; next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.06) * Quaternion::rotation_y(tilt * 16.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.scale = Vec3::one(); next.l_control.scale = Vec3::one(); next.r_control.scale = Vec3::one(); next } }