use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::{ f32::consts::{FRAC_PI_2, PI}, ops::Mul, }; pub struct SwimAnimation; type SwimAnimationDependency = ( Option, Option, (Option, Option), Vec3, Vec3, Vec3, f32, Vec3, ); impl Animation for SwimAnimation { type Dependency<'a> = SwimAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_swim\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_swim")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time, avg_vel, ): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let avgspeed = Vec2::::from(avg_vel).magnitude(); let avgtotal = avg_vel.magnitude(); let speed = velocity.magnitude(); *rate = 1.0; let tempo = if speed > 0.5 { 1.5 } else { 0.7 }; let intensity = if speed > 0.5 { 1.0 } else { 0.3 }; let lab: f32 = 1.0 * tempo; let short = (anim_time * lab * 6.0 + PI * 0.9).sin(); let foot = (anim_time * lab * 6.0 + PI * -0.1).sin(); let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((anim_time * 6.0 * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((anim_time * 6.0 * lab + PI * 0.4).sin()); let foothoril = (anim_time * 6.0 * lab + PI * 1.4).sin(); let foothorir = (anim_time * 6.0 * lab + PI * (0.4)).sin(); let head_look = Vec2::new( (global_time + anim_time / 4.0 * (1.0 / tempo)) .floor() .mul(7331.0) .sin() * 0.2, (global_time + anim_time / 4.0 * (1.0 / tempo)) .floor() .mul(1337.0) .sin() * 0.1, ); let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if ::vek::Vec2::new(ori, last_ori) .map(|o| 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(0.8) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; let abstilt = tilt.abs(); let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; //condenses the body at strong turns next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 - 1.0 + short * 0.3); next.head.orientation = Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0) * Quaternion::rotation_x( (0.4 * head_look.y * (1.0 / intensity)).abs() + 0.45 * intensity + velocity.z * 0.03 - (abstilt * 1.8).min(0.0), ); next.head.scale = Vec3::one() * s_a.head_scale; next.chest.position = Vec3::new( 0.0, s_a.chest.0, -10.0 + s_a.chest.1 + short * 0.3 * intensity, ); next.chest.orientation = Quaternion::rotation_z(short * 0.1 * intensity); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0) * Quaternion::rotation_z(short * -0.2 * intensity); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.scale = Vec3::one() * 1.02; next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0) * Quaternion::rotation_z(short * -0.3 * intensity); next.hand_l.position = Vec3::new( -1.0 - s_a.hand.0, 1.5 + s_a.hand.1 - foot * 2.0 * intensity * squash, intensity * 5.0 + s_a.hand.2 + foot * -5.0 * intensity * squash, ); next.hand_l.orientation = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash) * Quaternion::rotation_y(0.4 + foot * -0.35); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new( 1.0 + s_a.hand.0, 1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash, intensity * 5.0 + s_a.hand.2 + foot * 5.0 * intensity * squash, ); next.hand_r.orientation = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash) * Quaternion::rotation_y(-0.4 + foot * -0.35); next.hand_r.scale = Vec3::one() * 1.04; next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothoril * 1.5 * intensity * squash, -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity * squash, ); next.foot_l.orientation = Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir * 1.5 * intensity * squash, -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity * squash, ); next.foot_r.orientation = Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash); 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 * intensity); next.shoulder_l.scale = Vec3::one() * 1.1; 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 * intensity); next.shoulder_r.scale = Vec3::one() * 1.1; next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; let main_tool = if let (None, Some(Hands::Two)) = hands { second_tool_kind } else { active_tool_kind }; match main_tool { Some(ToolKind::Dagger) => { next.main.position = Vec3::new(-4.0, -5.0, 7.0); next.main.orientation = Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI); }, Some(ToolKind::Shield) => { next.main.position = Vec3::new(-0.0, -5.0, 3.0); next.main.orientation = Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.main.position = Vec3::new(2.0, -5.0, -1.0); next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(FRAC_PI_2); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, -5.0, 6.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(FRAC_PI_2); }, _ => { next.main.position = Vec3::new(-7.0, -5.0, 15.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(FRAC_PI_2); }, } match second_tool_kind { Some(ToolKind::Dagger) => { next.second.position = Vec3::new(4.0, -6.0, 7.0); next.second.orientation = Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); }, Some(ToolKind::Shield) => { next.second.position = Vec3::new(0.0, -4.0, 3.0); next.second.orientation = Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI); }, _ => { next.second.position = Vec3::new(-7.0, -5.0, 15.0); next.second.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(FRAC_PI_2); }, } next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2); next.lantern.scale = Vec3::one() * 0.65; next.hold.scale = Vec3::one() * 0.0; let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 { avgtotal.min(0.5) } else { avgtotal }; next.torso.position = Vec3::new(0.0, 0.0, 1.0 - avgspeed * 0.05) * s_a.scaler; next.torso.orientation = Quaternion::rotation_x( (((1.0 / switch) * FRAC_PI_2 + avg_vel.z * 0.12).min(FRAC_PI_2) - FRAC_PI_2) + avgspeed * avg_vel.z * -0.003, ) * Quaternion::rotation_y(tilt * 2.0) * Quaternion::rotation_z(tilt * 3.0); next.torso.scale = Vec3::one() / 11.0 * s_a.scaler; match hands { (Some(Hands::One), _) => match active_tool_kind { Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => { next.main.position = Vec3::new(-4.0, -5.0, 10.0); next.main.orientation = Quaternion::rotation_y(2.35) * Quaternion::rotation_z(FRAC_PI_2); }, _ => {}, }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind { Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => { next.second.position = Vec3::new(4.0, -6.0, 10.0); next.second.orientation = Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-FRAC_PI_2); }, _ => {}, }, (_, _) => {}, }; next.second.scale = match hands { (Some(Hands::One), Some(Hands::One)) => Vec3::one(), (_, _) => Vec3::zero(), }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }