use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{AbilitySpec, Hands, ToolKind}; use core::f32::consts::PI; pub struct WallrunAnimation; impl Animation for WallrunAnimation { type Dependency<'a> = ( (Option, Option<&'a AbilitySpec>), Option, (Option, Option), Vec3, f32, Option>, bool, ); 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( skeleton: &Self::Skeleton, ( (active_tool_kind, active_tool_spec), second_tool_kind, hands, orientation, acc_vel, wall, was_wielded, ): Self::Dependency<'_>, _anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); *rate = 1.0; 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 foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin(); let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).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.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0); next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15); 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); }; if was_wielded { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0); next.hold.scale = Vec3::one() * 0.0; match (hands, active_tool_kind, second_tool_kind) { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => { match tool { Some(ToolKind::Sword) => { next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0); }, Some(ToolKind::Axe) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); }, Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2 + 6.0); next.control.orientation = Quaternion::rotation_x(s_a.hc.3) * Quaternion::rotation_y(s_a.hc.4) * Quaternion::rotation_z(s_a.hc.5); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.control.orientation = Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); next.hold.position = Vec3::new(0.0, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-PI / 2.0); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0); next.control.orientation = Quaternion::rotation_x(0.8) * Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5); }, Some(ToolKind::Instrument) => { if let Some(AbilitySpec::Custom(spec)) = active_tool_spec { match spec.as_str() { "Washboard" => { next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, -4.5, -5.0); next.main.orientation = Quaternion::rotation_x(5.5); }, _ => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, } } }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { next.head.orientation = Quaternion::rotation_x(-0.2); next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(0.0); }, _ => {}, } }, ((_, _), _, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = Vec3::new(-7.0, 6.0, 5.0); next.control_l.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2); next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { next.control_r.position = Vec3::new(7.0, 6.0, 5.0); next.control_r.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2); next.hand_r.position = Vec3::new(1.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25); }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(8.0, 2.0, 1.0); next.hand_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25); }, (_, _) => {}, }; } next } }