use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::Tool; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct GlidingAnimation; impl Animation for GlidingAnimation { type Skeleton = CharacterSkeleton; type Dependency = (Option, Vec3, Vec3, Vec3, f64); fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let wave_slow = (anim_time as f32 * 7.0).sin(); let wave_slow_cos = (anim_time as f32 * 7.0).cos(); let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin(); let wave_very_slow = (anim_time as f32 * 3.0).sin(); let wave_very_slow_alt = (anim_time as f32 * 2.5).sin(); let wave_very_slow_cos = (anim_time as f32 * 3.0).cos(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 4.0) .floor() .mul(1337.0) .sin() * 0.25, ); let ori = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if Vec2::new(ori, last_ori) .map(|o| Vec2::::from(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(0.15) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 0.8; next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 12.0, ); next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y) * Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, -2.0); next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -4.0); next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -7.0); next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -9.5 + wave_very_slow_cos * -1.5, -3.0 + wave_very_slow_cos * 1.5, 6.0, ); next.l_hand.ori = Quaternion::rotation_x(-2.7 + wave_very_slow_cos * -0.1); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 9.5 + wave_very_slow_cos * -1.5, -3.0 + wave_very_slow_cos * -1.5, 6.0, ); next.r_hand.ori = Quaternion::rotation_x(-2.7 + wave_very_slow_cos * -0.10); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0); next.l_foot.ori = Quaternion::rotation_x( (wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19) * speed * 0.04, ); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0); next.r_foot.ori = Quaternion::rotation_x( (wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13) * speed * 0.04, ); 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); next.main.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(0.0); 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(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, -13.0 + wave_very_slow * 0.10, 6.0); next.glider.ori = Quaternion::rotation_x(1.0) * Quaternion::rotation_y(wave_very_slow_cos * 0.04); next.glider.scale = Vec3::one(); 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, 6.0, 15.0) / 11.0 * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + wave_very_slow * 0.10) * Quaternion::rotation_y(tilt * 16.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }