use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, util::Dir, }; use std::{f32::consts::PI, ops::Mul}; pub struct WieldAnimation; type WieldAnimationDependency = ( Option, Option, (Option, Option), Vec3, Vec3, Dir, Vec3, f32, ); impl Animation for WieldAnimation { type Dependency = WieldAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_wield\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_wield")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, orientation, last_ori, look_dir, velocity, global_time, ): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let lab: f32 = 1.0; let speed = Vec2::::from(velocity).magnitude(); let speednorm = speed / 9.5; let mut next = (*skeleton).clone(); let head_look = Vec2::new( (global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2, (global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1, ); let foothoril = (anim_time * 16.0 * lab + PI * 1.45).sin(); let beltstatic = (anim_time * 10.0 * lab + PI / 2.0).sin(); let footvertlstatic = (anim_time * 10.0 * lab).sin(); let footvertrstatic = (anim_time * 10.0 * lab + PI).sin(); let footrotl = ((1.0 / (0.5 + (0.5) * ((anim_time * 16.0 * lab + PI * 1.4).sin()).powi(2))).sqrt()) * ((anim_time * 16.0 * lab + PI * 1.4).sin()); let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin(); let slowalt = (anim_time * 6.0 + PI).cos(); let u_slow = (anim_time * 2.5 + PI).sin(); let slow = (anim_time * 5.0 + PI).sin(); let u_slowalt = (anim_time * 3.0 + PI).cos(); let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt()) * ((anim_time * lab * 16.0).sin()); let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x; let side = velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x; let strafe = -((1.0 / (direction).abs() - 1.0).min(1.0)).copysign(side); 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 } * 1.25) * 4.0; let jump = if velocity.z == 0.0 { 0.0 } else { 1.0 }; // next.second.scale = match hands { // (Some(Hands::One), Some(Hands::One)) => Vec3::one(), // (_, _) => Vec3::zero(), // }; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); if speed > 0.2 && velocity.z == 0.0 { next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm) * Quaternion::rotation_y(strafe * 0.2) * Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs())); next.head.orientation = Quaternion::rotation_z(tilt * -0.5 + strafe * 0.4 * direction + strafe * -0.7) * Quaternion::rotation_x( (0.3 - direction * 0.4) * (1.0 - tilt.abs()) + look_dir.z * 0.7, ); next.chest.position = Vec3::new(short * strafe, s_a.chest.0, s_a.chest.1 + shortalt * -1.5); } else { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1); next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75) * Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7); next.chest.position = Vec3::new(slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5); next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1); next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2); next.torso.orientation = Quaternion::rotation_z(tilt * 0.4); next.foot_l.position = Vec3::new( -s_a.foot.0, -2.0 + s_a.foot.1 + jump * -4.0, s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0), ); next.foot_l.orientation = Quaternion::rotation_x( jump * -0.7 + u_slowalt * 0.035 - 0.2 + tilt * footvertlstatic * 0.1 - tilt.abs() * 0.3, ) * Quaternion::rotation_z(-tilt * 0.3); next.foot_r.position = Vec3::new( s_a.foot.0, 2.0 + s_a.foot.1 + jump * 4.0, s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0), ); next.foot_r.orientation = Quaternion::rotation_x( jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1 - tilt.abs() * 0.3, ) * Quaternion::rotation_z(-tilt * 0.3); next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15 + tilt * -0.4); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.back.orientation = Quaternion::rotation_x(-0.2); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); } match (hands, active_tool_kind, second_tool_kind) { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => { next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0); next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15) * Quaternion::rotation_z(u_slowalt * 0.08); }, Some(ToolKind::Dagger) => { next.control.position = Vec3::new(0.0, 0.0, 0.0); next.hand_l.position = Vec3::new(0.0, 0.0, 0.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.control_l.position = Vec3::new(-7.0, 0.0, 0.0); next.hand_r.position = Vec3::new(0.0, 0.0, 0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0); next.control_r.position = Vec3::new(7.0, 0.0, 0.0); }, Some(ToolKind::Axe) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); if speed < 0.5 { next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(0.35 + head_look.y.abs() + look_dir.z * 0.7); next.chest.orientation = Quaternion::rotation_x(-0.35) * Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15); next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.15); next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25); } else { } next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + direction * -5.0); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); }, Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4); next.control.position = Vec3::new( s_a.hc.0, s_a.hc.1 + speed * 0.2, s_a.hc.2 + speed * 0.8 + direction * -5.0, ); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15) * Quaternion::rotation_y(s_a.hc.4 + speed * -0.04) * Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { if speed > 0.5 && velocity.z == 0.0 { next.hand_r.position = Vec3::new( 7.0 + s_a.hand.0 + foothoril * 1.3, -4.0 + s_a.hand.1 + foothoril * -7.0, 1.0 + s_a.hand.2 - foothoril * 5.5, ); next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2) * Quaternion::rotation_y(footrotl * -0.4); } else { next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); }; next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2 + direction * -5.0); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + u_slow * 0.1) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5 + u_slowalt * 0.1); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); next.hold.position = Vec3::new(0.0, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.06) * Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1); }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7); } next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(1.57); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(1.57); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(3.14); next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(0.6 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, _ => {}, }, ((_, _), _, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = Vec3::new(-7.0, 8.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(-0.3); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(1.57) }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { next.control_r.position = Vec3::new(7.0, 8.0, 2.0); next.control_r.orientation = Quaternion::rotation_x(-0.3); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(1.57) }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { //next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); //next.hand_l.orientation = Quaternion::rotation_x(1.9) * // Quaternion::rotation_y(-0.5) }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { //next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); //next.hand_r.orientation = Quaternion::rotation_x(1.9) * // Quaternion::rotation_y(0.5) }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0 - head_look.x * 10.0, s_a.hand.1 + 5.0 + slow * 0.15, s_a.hand.2 + 9.0 + head_look.y * 18.0 + slow * 0.5, ); next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06) * Quaternion::rotation_z(0.9) * Quaternion::rotation_y(head_look.x * 3.0) * Quaternion::rotation_x(head_look.y * 3.0); next.lantern.position = Vec3::new(0.0, 0.0, -3.5); next.lantern.orientation = next.hand_r.orientation.inverse(); } next } }