use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { 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(); *rate = 1.0; let walkintensity = if speed > 5.0 { 1.0 } else { 0.7 }; let walk = if speed > 5.0 { 1.0 } else { 0.5 }; let lower = if speed > 5.0 { 0.0 } else { 1.0 }; let snapfoot = if speed > 5.0 { 1.1 } else { 2.0 }; let lab = 1.0; let short = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()); let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin(); let shorte = (((5.0) / (4.0 + 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()); let shortalt = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin()) .powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin()); let foot = (((5.0) / (snapfoot + (5.0 - snapfoot) * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()); let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 18.0) .floor() .mul(7331.0) .sin() * 0.2, ((global_time + anim_time) as f32 / 18.0) .floor() .mul(1337.0) .sin() * 0.1, ); 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, -3.0 + skeleton_attr.head.0, -1.0 + skeleton_attr.head.1 + short * 0.1, ); next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + 2.0 + short * 1.1 - lower, ); next.chest.ori = Quaternion::rotation_z(short * 0.15 * walkintensity); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1); next.belt.ori = Quaternion::rotation_z(short * 0.1); next.belt.scale = Vec3::one(); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1); next.back.scale = Vec3::one() * 1.02; next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); next.shorts.ori = Quaternion::rotation_z(short * 0.2); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.hand.0 + wave_stop * 1.0 * walkintensity, skeleton_attr.hand.1 + short * 3.0 * walkintensity, 1.0 + skeleton_attr.hand.2 + short * -0.75 * walkintensity, ); next.l_hand.ori = Quaternion::rotation_x(0.2 + short * 1.5 * walk) * Quaternion::rotation_y(wave_stop * -0.1); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( skeleton_attr.hand.0 + wave_stop * -1.0 * walkintensity, skeleton_attr.hand.1 + short * -3.0 * walkintensity, 1.0 + skeleton_attr.hand.2 + short * 0.75 * walkintensity, ); next.r_hand.ori = Quaternion::rotation_x(0.2 + short * -1.5 * walk) * Quaternion::rotation_y(wave_stop * 0.1); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, -skeleton_attr.foot.1 + foot * 1.0, skeleton_attr.foot.2 + 1.0, ); next.l_foot.ori = Quaternion::rotation_x(foot * -1.2 * walkintensity); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, -skeleton_attr.foot.1 + foot * -1.0, skeleton_attr.foot.2 + 1.0, ); next.r_foot.ori = Quaternion::rotation_x(foot * 1.2 * walkintensity); 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.ori = Quaternion::rotation_x(short * 0.15 * walkintensity); 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.ori = Quaternion::rotation_x(short * -0.15 * walkintensity); 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, -6.5, 15.0); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25); 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.ori = Quaternion::rotation_x(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); next.lantern.scale = Vec3::one() * 0.65; next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.0) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(wave_stop * speed * -0.05 + wave_stop * speed * -0.005) * 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.scale = Vec3::one(); next.r_control.scale = Vec3::one(); next } }