use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct SwimAnimation; impl Animation for SwimAnimation { type Dependency = (Option, f32, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, velocity, orientation, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * velocity * 1.2).sin(); let wave_cos = (anim_time as f32 * velocity * 1.2).cos(); let wave_diff = (anim_time as f32 * velocity * 0.6).sin(); let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos(); let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 2.0) .floor() .mul(7331.0) .sin() * 0.2, ((global_time + anim_time) as f32 / 2.0) .floor() .mul(1337.0) .sin() * 0.1, ); let vel = Vec2::from(velocity); let ori = (Vec2::from(orientation)).normalized(); let _tilt = if Vec2::new(ori, vel) .map(|v| Vec2::::from(v).magnitude_squared()) .reduce_partial_min() > 0.001 { vel.normalized().dot(ori.normalized()).min(1.0).acos() } else { 0.0 }; next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0 + wave_cos * 1.3, ); next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1); next.chest.ori = Quaternion::rotation_z(wave * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_cos * 1.1); next.belt.ori = Quaternion::rotation_z(wave * 0.35); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_cos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -6.0 + wave_cos_dub * 1.0, -0.25 + wave_cos * 5.0, 5.0 - wave * 1.5, ); next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 6.0 - wave_cos_dub * 1.0, -0.25 - wave_cos * 5.0, 5.0 + wave * 1.5, ); next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 18.0, ); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25); next.main.scale = Vec3::one(); next.second.offset = Vec3::new( 0.0 + skeleton_attr.weapon_x, 0.0 + skeleton_attr.weapon_y, 0.0, ); next.second.ori = Quaternion::rotation_y(0.0); next.second.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new(0.0, 5.0, 0.0); next.lantern.ori = Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(0.0); next.control.scale = Vec3::one(); next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); next.l_control.ori = Quaternion::rotation_x(0.0); next.l_control.scale = Vec3::one(); next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); next.r_control.ori = Quaternion::rotation_x(0.0); next.r_control.scale = Vec3::one(); next } }