use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; pub struct DanceAnimation; impl Animation for DanceAnimation { type Dependency<'a> = (Option, Option, f32); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_dance\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_dance")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); *rate = 1.0; let lab: f32 = 1.0; let short = ((5.0 / (3.0 + 2.0 * ((anim_time * lab * 6.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 6.0).sin()); let noisea = (anim_time * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time * 19.0 + PI / 4.0).sin(); let shorte = (anim_time * lab * 6.0).sin(); let shortealt = (anim_time * lab * 6.0 + PI / 2.0).sin(); let foot = ((5.0 / (1.0 + (4.0) * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 8.0).sin()); let head_look = Vec2::new( (global_time + anim_time / 6.0).floor().mul(7331.0).sin() * 0.3, (global_time + anim_time / 6.0).floor().mul(1337.0).sin() * 0.15, ); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(short * -0.6) * Quaternion::rotation_x(0.2 + head_look.y.max(0.0) + shorte.abs() * -0.2); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortealt * 1.5); next.chest.orientation = Quaternion::rotation_z(short * 0.35) * Quaternion::rotation_y(shorte * 0.08) * Quaternion::rotation_x(foot * 0.07); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_z(shorte * 0.25); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x(-0.25 + shorte * 0.1 + noisea * 0.1 + noiseb * 0.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(foot * 0.35); next.hand_l.position = Vec3::new( 1.0 - s_a.hand.0, 2.0 + s_a.hand.1 + shortealt * -3.0, s_a.hand.2 + shortealt * -0.75, ); next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15) * Quaternion::rotation_y(0.2); next.hand_r.position = Vec3::new( -1.0 + s_a.hand.0, 2.0 + s_a.hand.1 + shortealt * 3.0, s_a.hand.2 + shortealt * 0.75, ); next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15) * Quaternion::rotation_y(-0.2); next.foot_l.position = Vec3::new( -s_a.foot.0 + foot * 0.8, 1.5 + -s_a.foot.1 + foot * -4.0, s_a.foot.2 + 2.0, ); next.foot_l.orientation = Quaternion::rotation_x(foot * -0.3) * Quaternion::rotation_z(short * -0.15); next.foot_r.position = Vec3::new( s_a.foot.0 + foot * 0.8, 1.5 + -s_a.foot.1 + foot * 4.0, s_a.foot.2 + 2.0, ); next.foot_r.orientation = Quaternion::rotation_x(foot * 0.3) * Quaternion::rotation_z(short * 0.15); 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(shorte * 0.15); 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(shorte * -0.15); next.lantern.orientation = Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); next.torso.position = Vec3::new(0.0, -3.3, 0.0); next.torso.orientation = Quaternion::rotation_z(short * -0.2); next } }