use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; pub struct SneakAnimation; impl Animation for SneakAnimation { type Dependency<'a> = (Option, Vec3, Vec3, Vec3, f32); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_sneak\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneak")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, velocity, orientation, last_ori, global_time): 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 slow = (anim_time * 3.0).sin(); let breathe = ((anim_time * 0.5).sin()).abs(); let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 }; let lower = if speed > 5.0 { 0.0 } else { 1.0 }; let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 }; let lab: f32 = 1.0; let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin(); let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin(); let footvertl = (anim_time * 7.0 * lab).sin(); let footvertr = (anim_time * 7.0 * lab + PI).sin(); let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((anim_time * 7.0 * lab + PI * 1.4).sin()); let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((anim_time * 7.0 * lab + PI * 0.4).sin()); let short = (anim_time * lab * 7.0).sin(); let noisea = (anim_time * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time * 19.0 + PI / 4.0).sin(); let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 7.0).sin()); let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin(); 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, ); let orientation: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if vek::Vec2::new(orientation, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && orientation.angle_between(last_ori).is_finite() { orientation.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), orientation).signum() } else { 0.0 } * 1.3; next.hold.scale = Vec3::one() * 0.0; if speed > 0.5 { next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(1.0); next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(0.4); next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06) * Quaternion::rotation_x(head_look.y + 0.45); next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5); next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_x(-0.5); next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1) * Quaternion::rotation_y(tilt * 0.5) * Quaternion::rotation_x(0.2); next.back.orientation = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1); next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7) * Quaternion::rotation_x(0.3); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0, 1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity, ); next.foot_l.orientation = Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity) * Quaternion::rotation_y(tilt * 1.8); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0, 1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity, ); next.foot_r.orientation = Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity) * Quaternion::rotation_y(tilt * 1.8); next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity); next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity); next.lantern.orientation = Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1); } else { next.head.position = Vec3::new( 0.0, 1.0 + s_a.head.0, -2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05, ); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(0.6 + head_look.y.abs()); next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1); next.chest.orientation = Quaternion::rotation_x(-0.7); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1); next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(1.35); next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(0.4); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2); next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(-0.5); next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2); } if skeleton.holding_lantern { next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0); next.hand_r.orientation = Quaternion::rotation_x(2.5); next.lantern.position = Vec3::new(0.0, 1.5, -5.5); next.lantern.orientation = next.hand_r.orientation.inverse(); } next } }