use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::Tool; use vek::*; pub struct ClimbAnimation; impl Animation for ClimbAnimation { type Skeleton = CharacterSkeleton; type Dependency = (Option, Vec3, Vec3, f64); 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 speed = velocity.magnitude(); *rate = speed; let constant = 1.0; let wave = (anim_time as f32 * constant as f32 * 1.5).sin(); let wave_cos = (anim_time as f32 * constant as f32 * 1.5).cos(); let wave_test = (((5.0) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).sin()); let wave_testc = (((5.0) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).cos()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).cos()); next.head.offset = Vec3::new( 0.0, -1.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 18.5 + wave_cos * 1.3, ); next.head.ori = Quaternion::rotation_z(wave * 0.1) * Quaternion::rotation_x(0.6) * Quaternion::rotation_y(wave_test * 0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + wave_cos * 1.1); next.chest.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_test * -0.12); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 1.0, 3.5 + wave_cos * 1.1); next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 1.0, 1.0 + wave_cos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.1) * Quaternion::rotation_y(wave_test * 0.10); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-6.0, -0.25 + wave_testc * 1.5, 5.0 - wave_test * 4.0); next.l_hand.ori = Quaternion::rotation_x(2.2 + wave_testc * 0.5); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new(6.0, -0.25 - wave_testc * 1.5, 5.0 + wave_test * 4.0); next.r_hand.ori = Quaternion::rotation_x(2.2 - wave_testc * 0.5); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + wave_test * 2.5); next.l_foot.ori = Quaternion::rotation_x(0.2 - wave_testc * 0.5); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - wave_test * 2.5); next.r_foot.ori = Quaternion::rotation_x(0.2 + wave_testc * 0.5); next.r_foot.scale = Vec3::one(); next.main.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 15.0, ); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25); next.main.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.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.ori = Quaternion::rotation_x(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(0.0) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }