use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct SwimAnimation; impl Animation for SwimAnimation { type Dependency = (Option, Vec3, f32, 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 = Vec2::::from(velocity).magnitude(); *rate = 1.0; let lab = 1.0; let short = (anim_time as f32 * lab as f32 * 6.0).sin(); let shortalt = (anim_time as f32 * lab as f32 * 6.0 + PI / 2.0).sin(); let foot = (anim_time as f32 * lab as f32 * 6.0).sin(); let wave_stop = (anim_time as f32 * 9.0).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, ); next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.head.0, skeleton_attr.head.1 - 1.0 + short * 0.3, ); next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4) * Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + short * 1.3, ); next.chest.ori = Quaternion::rotation_z(short * 0.4); 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 * 0.30); 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_z(0.0); 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 * 0.5); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.hand.0, skeleton_attr.hand.1 - foot * 1.2, skeleton_attr.hand.2 + foot * -3.0, ); next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( skeleton_attr.hand.0, skeleton_attr.hand.1 + foot * 1.2, skeleton_attr.hand.2 + foot * 3.0, ); next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, 4.0 + skeleton_attr.foot.1 + foot * 1.2, -5.0 + skeleton_attr.foot.2 + foot * 6.5, ); next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.6); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, 4.0 + skeleton_attr.foot.1 - foot * 1.2, -5.0 + skeleton_attr.foot.2 + foot * -6.5, ); next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.6); 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); 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); 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, -5.0, 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(0.0) * Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.65; next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05); 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 } }