use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::ops::Mul; pub struct IdleAnimation; impl Animation for IdleAnimation { #[allow(clippy::type_complexity)] type Dependency = ( Option, Option, (Option, Option), f32, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, hands, global_time): Self::Dependency, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time * 1.0).sin(); let head_look = Vec2::new( (global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1, (global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05, ); next.head.scale = Vec3::one() * s_a.head_scale; next.chest.scale = Vec3::one() * 1.01; next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.scale = Vec3::one() * 1.04; next.back.scale = Vec3::one() * 1.02; next.hold.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.65; next.torso.scale = Vec3::one() / 11.0 * s_a.scaler; next.shoulder_l.scale = Vec3::one() * 1.1; next.shoulder_r.scale = Vec3::one() * 1.1; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3); next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.6); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1 + slow * 0.15, s_a.hand.2 + slow * 0.5, ); next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1 + slow * 0.15, s_a.hand.2 + slow * 0.5, ); next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; next.hold.position = Vec3::new(0.4, -0.3, -5.8); match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind { 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(1.57); }, 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(1.57); }, _ => { next.main.position = Vec3::new(-7.0, -5.0, 15.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, }, (_, _) => {}, }; 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(1.57); }, _ => {}, }, (_, _) => {}, }; 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, -5.5, 10.0); next.second.orientation = Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57); }, _ => {}, }, (_, _) => {}, }; next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2); next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler; 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 } }