use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use vek::*; pub struct ShootAnimation; impl Animation for ShootAnimation { type Dependency = (Option, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (active_tool_kind, velocity, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let lab = 1.0; let foot = (((5.0) / (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 8.0).sin()); let foote = (((5.0) / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 8.0).sin()); let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2); next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); next.head.ori = Quaternion::rotation_z(exp * -0.4) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(exp * 0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0 - exp * 1.5, skeleton_attr.chest.1, ); next.chest.ori = Quaternion::rotation_z(0.4 + exp * 1.0) * Quaternion::rotation_x(0.0 + exp * 0.2) * Quaternion::rotation_y(exp * -0.08); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + exp * 1.0, skeleton_attr.belt.1); next.belt.ori = next.chest.ori * -0.1; next.shorts.offset = Vec3::new( 0.0, skeleton_attr.shorts.0 + exp * 1.0, skeleton_attr.shorts.1, ); next.shorts.ori = next.chest.ori * -0.08; match active_tool_kind { //TODO: Inventory Some(ToolKind::Staff(_)) => { next.l_hand.offset = Vec3::new(1.5, 0.5, -4.0); next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(8.0, 4.0, 2.0); next.r_hand.ori = Quaternion::rotation_x(1.8) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(-0.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(9.2, 8.4, 13.2); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(3.14 + 0.3) * Quaternion::rotation_z(0.9); next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0); next.control.ori = Quaternion::rotation_x(exp * 1.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(exp * 1.5); next.control.scale = Vec3::one(); }, Some(ToolKind::Bow(_)) => { next.l_hand.offset = Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 7.0, -1.0 + exp * 6.0); next.l_hand.ori = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6 + exp * 0.8) * Quaternion::rotation_z(-0.3 + exp * 0.9); next.l_hand.scale = Vec3::one() * 1.05; next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0); next.r_hand.ori = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(3.0, 2.0, -13.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.3) * Quaternion::rotation_z(-0.6); next.control.offset = Vec3::new(-9.0, 6.0, 8.0); next.control.ori = Quaternion::rotation_x(exp * 0.4) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.scale = Vec3::one(); }, _ => {}, } if velocity > 0.5 { next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0 - foot * 1.0 + exp * -1.0, foote * 0.8 + exp * 1.5, skeleton_attr.foot.2, ); next.l_foot.ori = Quaternion::rotation_x(exp * 0.5) * Quaternion::rotation_z(exp * 0.4) * Quaternion::rotation_y(0.15); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0 + foot * 1.0 + exp * 1.0, foote * -0.8 + exp * -1.0, skeleton_attr.foot.2, ); next.r_foot.ori = Quaternion::rotation_x(exp * -0.5) * Quaternion::rotation_z(exp * 0.4) * Quaternion::rotation_y(0.0); next.r_foot.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(-0.15); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; } else { next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, -2.5, skeleton_attr.foot.2 + exp * 2.5, ); next.l_foot.ori = Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0); next.r_foot.offset = Vec3::new(skeleton_attr.foot.0, 3.5 - exp * 2.0, skeleton_attr.foot.2); next.r_foot.ori = Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; } next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.ori = Quaternion::rotation_x(-0.3); next.back.scale = Vec3::one() * 1.02; 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, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); next.glider.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new( skeleton_attr.lantern.0, skeleton_attr.lantern.1, skeleton_attr.lantern.2, ); next.lantern.ori = Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4); next.lantern.scale = Vec3::one() * 0.65; 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 } }