use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use core::{f32::consts::PI, ops::Mul}; pub struct SwimWieldAnimation; impl Animation for SwimWieldAnimation { type Dependency<'a> = ( Option, Option, (Option, Option), f32, f32, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_swimwield\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_swimwield")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, hands, velocity, global_time): Self::Dependency<'_>, 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 speed = Vec3::::from(velocity).magnitude(); *rate = 1.0; let intensity = if speed > 0.5 { 1.0 } else { 0.3 }; let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((anim_time * 6.0 * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((anim_time * 6.0 * lab + PI * 0.4).sin()); 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 slowalt = (anim_time * 6.0 + PI).cos(); let u_slow = (anim_time * 1.0 + PI).sin(); let foothoril = (anim_time * 6.0 * lab + PI * 1.45).sin(); let foothorir = (anim_time * 6.0 * lab + PI * (0.45)).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 noisea = (anim_time * 11.0 + PI / 6.0).sin(); let noiseb = (anim_time * 19.0 + PI / 4.0).sin(); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothoril * 1.5 * intensity, -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity, ); next.foot_l.orientation = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir * 1.5 * intensity, -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity, ); next.foot_r.orientation = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity); next.hold.scale = Vec3::one() * 0.0; if velocity > 0.01 { next.torso.position = Vec3::new(0.0, 0.0, 11.0); next.torso.orientation = Quaternion::rotation_x(velocity * -0.05); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x( (-0.5 + short * 0.3 + noisea * 0.3 + noiseb * 0.3).min(-0.1), ); next.back.scale = Vec3::one() * 1.02; } 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) * Quaternion::rotation_x(head_look.y.abs()); next.head.scale = Vec3::one() * s_a.head_scale; next.chest.position = Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5); next.torso.position = Vec3::new(0.0, 0.0, 0.0); next.foot_l.position = Vec3::new(-s_a.foot.0, -2.0 + s_a.foot.1, s_a.foot.2); next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + s_a.foot.1, s_a.foot.2); next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22); next.belt.scale = Vec3::one() * 1.02; next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x(-0.2); next.back.scale = Vec3::one() * 1.02; next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_z(0.3); } let main_tool = if let (None, Some(Hands::Two)) = hands { second_tool_kind } else { active_tool_kind }; match main_tool { Some(ToolKind::Sword) => { next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5); next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(0.0, 0.0, -3.0); next.main.orientation = Quaternion::rotation_x(-0.1) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new(-7.0, 6.0, 6.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.15) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(u_slowalt * 0.08); }, Some(ToolKind::Dagger) => { let hand_scale = 1.12; 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 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.hand_l.scale = Vec3::one() * hand_scale; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); 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 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.hand_r.scale = Vec3::one() * hand_scale; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.control_r.position = Vec3::new(7.0, 0.0, 0.0); }, Some(ToolKind::Axe) => { if velocity < 0.5 { next.head.position = Vec3::new(0.0, -3.5 + 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()); next.head.scale = Vec3::one() * s_a.head_scale; 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); next.control.orientation = Quaternion::rotation_x(1.8) * Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI - 0.2); } else { next.control.orientation = Quaternion::rotation_x(2.1) * Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(PI - 0.2); } next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.0); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(0.5, 0.0, -2.5); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(0.0) * Quaternion::rotation_y(0.0); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(-0.0, -2.0, -1.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new(-3.0, 11.0, 3.0); }, Some(ToolKind::Hammer) => { next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0); next.hand_l.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(2.0, 0.0, 0.0); next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(-PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.control.position = Vec3::new(6.0, 7.0, 1.0); next.control.orientation = Quaternion::rotation_x(0.3 + u_slow * 0.15) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(u_slowalt * 0.08); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.hand_l.position = Vec3::new(1.5, 0.5, -4.0); next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(8.0, 4.0, 2.0); next.hand_r.orientation = Quaternion::rotation_x(1.8) * Quaternion::rotation_y(0.5) * Quaternion::rotation_z(-0.27); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(12.0, 8.4, 13.2); next.main.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(PI + 0.3) * Quaternion::rotation_z(0.9); next.control.position = Vec3::new(-14.0, 1.8, 3.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(u_slowalt * 0.1); }, Some(ToolKind::Shield) => { let hand_scale = 1.12; 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 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.hand_l.scale = Vec3::one() * hand_scale; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); 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 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.hand_r.scale = Vec3::one() * hand_scale; next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0 * PI) * Quaternion::rotation_y(0.0 * PI) * Quaternion::rotation_z(0.0 * PI); next.control_r.position = Vec3::new(7.0, 0.0, 0.0); }, Some(ToolKind::Bow) => { next.hand_l.position = Vec3::new(2.0, 1.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(5.9, 4.5, -5.0); next.hand_r.orientation = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(3.0, 2.0, -13.0); next.main.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.3) * Quaternion::rotation_z(-0.6); next.hold.position = Vec3::new(1.2, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(-0.1); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(-7.0, 6.0, 6.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(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) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.position = Vec3::new(7.0, 2.5, -1.25); next.hand_r.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(-0.3); next.hand_r.scale = Vec3::one() * 1.04; next.main.position = Vec3::new(5.0, 8.75, -2.0); next.main.orientation = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.27) * Quaternion::rotation_z(0.0); next.control.position = Vec3::new(0.0, 6.0, 6.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1); }, _ => {}, } if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }