use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::f32::consts::PI; use vek::*; pub struct ClimbAnimation; impl Animation for ClimbAnimation { type Dependency = (Option, Vec3, Vec3, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, velocity, _orientation, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = velocity.magnitude(); *rate = speed; let constant = 1.0; let smooth = (anim_time as f32 * constant as f32 * 1.5).sin(); let smootha = (anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin(); let quick = (((5.0) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).sin()); let quicka = (((5.0) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin()) .powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin()); next.head.offset = Vec3::new( 0.0, -4.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 13.50 + smootha * 0.2, ); next.head.ori = Quaternion::rotation_z(smooth * 0.1) * Quaternion::rotation_x(0.6) * Quaternion::rotation_y(quick * 0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + smootha * 1.1); next.chest.ori = Quaternion::rotation_z(quick * 0.25) * Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(quick * -0.12); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 1.0, -2.0); next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 1.0, -5.0); next.shorts.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.1) * Quaternion::rotation_y(quick * 0.10); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-6.0, -0.25 + quicka * 1.5, 6.0 - quick * 4.0); next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new(6.0, -0.25 - quicka * 1.5, 6.0 + quick * 4.0); next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + quick * 2.5); next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - quick * 2.5); next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 18.0, ); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25); next.main.scale = Vec3::one(); next.second.offset = Vec3::new( 0.0 + skeleton_attr.weapon_x, 0.0 + skeleton_attr.weapon_y, 0.0, ); next.second.ori = Quaternion::rotation_y(0.0); next.second.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); 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 } }