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 = speed; let lab = 1.0; let long = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.66).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 0.66).sin()); let short = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 1.32).sin()); let shortalt = (((5.0) / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin()); let foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 1.32).sin()); let wave_stop = (anim_time as f32 * 2.6).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.neck_forward, skeleton_attr.neck_height + 20.0 + short * 1.3, ); next.head.ori = Quaternion::rotation_z(head_look.x + long * 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, 0.0, 7.0 + short * 1.1); next.chest.ori = Quaternion::rotation_z(short * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + short * 1.1); next.belt.ori = Quaternion::rotation_z(short * 0.35); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + short * 1.1); next.shorts.ori = Quaternion::rotation_z(short * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -6.0 + wave_stop * -1.0, -0.25 + short * 2.0, 5.0 + short * -1.5, ); next.l_hand.ori = Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 6.0 + wave_stop * 1.0, -0.25 + short * -2.0, 5.0 + short * 1.5, ); next.r_hand.ori = Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 6.0); next.l_foot.ori = Quaternion::rotation_x(foot * -1.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 6.0); next.r_foot.ori = Quaternion::rotation_x(foot * 1.2); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7); 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, 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, 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.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, 5.0, 0.0); next.lantern.ori = Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * 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.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 } }