use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use core::{f32::consts::PI, ops::Mul}; pub struct WallrunAnimation; type WallrunAnimationDependency = ( Option, Option, (Option, Option), Vec3, Vec3, Vec3, f32, Vec3, f32, Option>, ); impl Animation for WallrunAnimation { type Dependency<'a> = WallrunAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_wallrun\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_wallrun")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time, avg_vel, acc_vel, wall, ): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); *rate = 1.0; let speednorm = (speed / 9.4).powf(0.6); let lab: f32 = 0.8; let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()); let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt()) * ((acc_vel * lab * 1.6).sin()); let foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin(); let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).sin(); let footvertl = (acc_vel * 1.6 * lab).sin(); let footvertr = (acc_vel * 1.6 * lab + PI).sin(); let footvertsl = (acc_vel * 1.6 * lab).sin(); let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin(); let shortalt = (acc_vel * lab * 2.2 + PI / 1.0).sin(); let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt()) * ((acc_vel * lab * 1.6).sin()); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1 + 1.0); next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothorir * 6.0, s_a.foot.2 + shortalt * 2.0 + 2.0, ); next.foot_l.orientation = Quaternion::rotation_x(0.6 + shortalt * 0.8); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothoril * 6.0, s_a.foot.2 + shortalt * -2.0 + 2.0, ); next.foot_r.orientation = Quaternion::rotation_x(0.6 - shortalt * 0.8); next.belt.orientation = Quaternion::rotation_x(0.3); next.shorts.orientation = Quaternion::rotation_x(0.5); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0); // next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15); if wall.map_or(false, |e| e.y > 0.5) { let push = (1.0 - orientation.x.abs()).powi(2); let right_sub = -(orientation.x).min(0.0); let left_sub = (orientation.x).max(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); next.torso.orientation = Quaternion::rotation_y(orientation.x / 1.5); next.chest.orientation = Quaternion::rotation_y(orientation.x / -3.0) * Quaternion::rotation_z(shortalt * -0.2); next.head.orientation = Quaternion::rotation_z(shortalt * 0.25) * Quaternion::rotation_z(orientation.x / -2.0) * Quaternion::rotation_x(-0.1); } else if wall.map_or(false, |e| e.y < -0.5) { let push = (1.0 - orientation.x.abs()).powi(2); let right_sub = (orientation.x).max(0.0); let left_sub = -(orientation.x).min(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); next.chest.orientation = Quaternion::rotation_y(orientation.x); next.torso.orientation = Quaternion::rotation_y(orientation.x / -1.5); next.chest.orientation = Quaternion::rotation_y(orientation.x / 3.0) * Quaternion::rotation_z(shortalt * -0.2); next.head.orientation = Quaternion::rotation_z(shortalt * 0.25) * Quaternion::rotation_z(orientation.x / 2.0) * Quaternion::rotation_x(-0.1); } else if wall.map_or(false, |e| e.x < -0.5) { let push = (1.0 - orientation.y.abs()).powi(2); let right_sub = -(orientation.y).min(0.0); let left_sub = (orientation.y).max(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); next.torso.orientation = Quaternion::rotation_y(orientation.y / 1.5); next.chest.orientation = Quaternion::rotation_y(orientation.y / -3.0) * Quaternion::rotation_z(shortalt * -0.2); next.head.orientation = Quaternion::rotation_z(shortalt * 0.25) * Quaternion::rotation_z(orientation.y / -2.0) * Quaternion::rotation_x(-0.1); } else if wall.map_or(false, |e| e.x > 0.5) { let push = (1.0 - orientation.y.abs()).powi(2); let right_sub = (orientation.y).max(0.0); let left_sub = -(orientation.y).min(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); next.torso.orientation = Quaternion::rotation_y(orientation.y / -1.5); next.chest.orientation = Quaternion::rotation_y(orientation.y / 3.0) * Quaternion::rotation_z(shortalt * -0.2); next.head.orientation = Quaternion::rotation_z(shortalt * 0.25) * Quaternion::rotation_z(orientation.y / 2.0) * Quaternion::rotation_x(-0.1); }; next } }