use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::{f32::consts::PI, ops::Mul}; pub struct RunAnimation; type RunAnimationDependency = ( Option, Option, (Option, Option), Vec3, Vec3, Vec3, f32, Vec3, f32, ); impl Animation for RunAnimation { type Dependency = RunAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time, avg_vel, acc_vel, ): Self::Dependency, 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 impact = (avg_vel.z).max(-8.0); let speednorm = (speed / 9.4).powf(0.6); let lab: f32 = 1.0; 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 noisea = (acc_vel * 11.0 + PI / 6.0).sin(); let noiseb = (acc_vel * 19.0 + PI / 4.0).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 shortalter = (acc_vel * lab * 1.6 + PI / -2.0).sin(); let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin(); let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin(); let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin(); let footstrafer = (acc_vel * 1.6 * lab + PI * (0.95)).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 * 1.6 + PI / 2.0).sin(); let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt()) * ((acc_vel * lab * 1.6).sin()); let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x; let side = (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0; let sideabs = side.abs(); 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(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; let head_look = Vec2::new( (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2, (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1, ); next.head.position = Vec3::new(0.0, 1.0 * speednorm + s_a.head.0, s_a.head.1 + short * 0.1); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02) * Quaternion::rotation_x(head_look.y + 0.45 * speednorm); next.head.scale = Vec3::one() * s_a.head_scale; next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8, ); next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6) * Quaternion::rotation_y(tilt * 1.6) * Quaternion::rotation_x( impact * 0.06 + shortalter * 0.035 + speednorm * -0.5 + (tilt.abs()), ); next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm) * Quaternion::rotation_z(short * 0.1 + tilt * -1.1) * Quaternion::rotation_y(tilt * 0.5); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02); next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm) * Quaternion::rotation_z(short * 0.25 + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7); next.hand_l.position = Vec3::new( -s_a.hand.0 + foothorir * -1.3 * speednorm, 3.0 * speednorm + s_a.hand.1 + foothorir * -7.0 * speednorm, 1.5 * speednorm + s_a.hand.2 - foothorir * 5.5 * speednorm, ); next.hand_l.orientation = Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.2) * speednorm) * Quaternion::rotation_y(footrotr * 0.4 * speednorm); next.hand_r.position = Vec3::new( s_a.hand.0 + foothoril * 1.3 * speednorm, 3.0 * speednorm + s_a.hand.1 + foothoril * -7.0 * speednorm, 1.5 * speednorm + s_a.hand.2 - foothoril * 5.5 * speednorm, ); next.hand_r.orientation = Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.2) * speednorm) * Quaternion::rotation_y(footrotl * -0.4 * speednorm); // next.foot_l.position = Vec3::new( -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0, s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -7.5 * speednorm) + (direction * 5.0).max(0.0), s_a.foot.2 + (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -2.1 * speednorm).max(-1.0))) + side * ((footvertsl * 1.5).max(-1.0)), ); next.foot_l.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (-0.2 + foothoril * -0.9 * speednorm) + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3), ) * Quaternion::rotation_z(side * 0.2); next.foot_r.position = Vec3::new( s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0, s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -7.5 * speednorm) + (direction * 5.0).max(0.0), s_a.foot.2 + (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -2.1 * speednorm).max(-1.0))) + side * ((footvertsr * -1.5).max(-1.0)), ); next.foot_r.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (-0.2 + foothorir * -0.9 * speednorm) + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3), ) * Quaternion::rotation_z(side * 0.2); // 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_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); 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(1.57); }, 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); }, _ => { next.main.position = Vec3::new(-7.0, -5.0, 15.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + shorte * -0.2); }, } 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(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(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); next.lantern.scale = Vec3::one() * 0.65; next.hold.scale = Vec3::one() * 0.0; if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1 + 5.0 - impact * 0.2, s_a.hand.2 + 11.0 + impact * -0.1, ); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9); next.lantern.position = Vec3::new(0.0, 0.0, -2.5); next.lantern.orientation = next.hand_r.orientation.inverse() * Quaternion::rotation_x((foothorir + 0.5) * 1.0 * speednorm) * Quaternion::rotation_y(tilt * 4.0 * foothorir + tilt * 3.0); } next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler; 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(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.second.scale = match hands { (Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(), (_, _) => Vec3::zero(), }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }