use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::f32::consts::PI; pub struct JumpAnimation; impl Animation for JumpAnimation { #[allow(clippy::type_complexity)] type Dependency = ( Option, Option, (Option, Option), Vec3, Vec3, f64, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_jump\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_jump")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, hands, orientation, last_ori, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time as f32 * 7.0).sin(); let random = ((((2.0 * ((global_time as f32 - anim_time as f32) - ((global_time as f32 - anim_time as f32).round()))) .abs()) * 10.0) .round()) / 10.0; let switch = if random > 0.5 { 1.0 } else { -1.0 }; 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; next.head.scale = Vec3::one() * s_a.head_scale; next.shoulder_l.scale = Vec3::one() * 1.1; next.shoulder_r.scale = Vec3::one() * 1.1; next.back.scale = Vec3::one() * 1.02; next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, -1.0 + s_a.head.1); next.head.orientation = Quaternion::rotation_x(0.25 + slow * 0.04) * Quaternion::rotation_z(tilt * -2.5); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0); next.chest.orientation = Quaternion::rotation_z(tilt * -2.0); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(tilt * 2.0); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_z(0.0); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(tilt * 3.0); if random > 0.5 { next.hand_l.position = Vec3::new( -s_a.hand.0, 1.0 + s_a.hand.1 + 4.0, 2.0 + s_a.hand.2 + slow * 1.5, ); next.hand_l.orientation = Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(0.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5); next.hand_r.orientation = Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(-0.2); } else { next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5); next.hand_l.orientation = Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(0.2); next.hand_r.position = Vec3::new( s_a.hand.0, 1.0 + s_a.hand.1 + 4.0, 2.0 + s_a.hand.2 + slow * 1.5, ); next.hand_r.orientation = Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(-0.2); }; next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 - 6.0 * switch, 1.0 + s_a.foot.2 + slow * 1.5, ); next.foot_l.orientation = Quaternion::rotation_x(-1.2 * switch + slow * -0.2 * switch); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + 6.0 * switch, 1.0 + s_a.foot.2 + slow * 1.5, ); next.foot_r.orientation = Quaternion::rotation_x(1.2 * switch + slow * 0.2 * switch); 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(0.4 * switch); 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(-0.4 * switch); next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; match active_tool_kind { 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); }, } 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(1.0 * switch + slow * 0.3 * switch) * Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch); next.lantern.scale = Vec3::one() * 0.65; next.hold.scale = Vec3::one() * 0.0; next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler; next.torso.orientation = Quaternion::rotation_x(-0.2); next.torso.scale = Vec3::one() / 11.0 * s_a.scaler; next.second.scale = match hands { (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(), (_, _) => Vec3::zero(), }; next } }