use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct ClimbAnimation;
impl Animation for ClimbAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
f32,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_climb\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_climb")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, velocity, _orientation, global_time): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lateral = Vec2::<f32>::from(velocity).magnitude();
let speed = velocity.z;
*rate = speed;
let constant: f32 = 1.0;
let smooth = (anim_time * constant * 1.5).sin();
let smootha = (anim_time * constant * 1.5 + PI / 2.0).sin();
let drop = (anim_time * constant * 4.0 + PI / 2.0).sin();
let dropa = (anim_time * constant * 4.0).sin();
let quick = ((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5).sin()).powi(2))).sqrt())
* ((anim_time * constant * 1.5).sin());
let quicka =
((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5 + PI / 2.0).sin()).powi(2))).sqrt())
* ((anim_time * constant * 1.5 + PI / 2.0).sin());
let head_look = Vec2::new(
(global_time / 2.0 + anim_time / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.3,
(global_time / 2.0 + anim_time / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.15,
);
let stagnant = if speed > -0.7 { 1.0 } else { 0.0 }; if speed > 0.7 || lateral > 0.1 {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + smootha * 0.2);
next.head.orientation = Quaternion::rotation_z(smooth * 0.1)
* Quaternion::rotation_x(0.6)
* Quaternion::rotation_y(quick * 0.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + smootha * 1.1);
next.chest.orientation = Quaternion::rotation_z(quick * 0.25)
* Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(quick * -0.12);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
next.back.orientation = Quaternion::rotation_x(-0.2);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(quick * 0.0)
* Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(quick * 0.10);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
4.0 + s_a.hand.1 + quicka * 1.5,
5.0 + s_a.hand.2 - quick * 4.0,
);
next.hand_l.orientation = Quaternion::rotation_x(2.2 + quicka * 0.5);
next.hand_r.position = Vec3::new(
s_a.hand.0,
5.0 + s_a.hand.1 - quicka * 1.5,
5.0 + s_a.hand.2 + quick * 4.0,
);
next.hand_r.orientation = Quaternion::rotation_x(2.2 - quicka * 0.5);
next.foot_l.position =
Vec3::new(-s_a.foot.0, 5.0 + s_a.foot.1, s_a.foot.2 + quick * 2.5);
next.foot_l.orientation = Quaternion::rotation_x(0.2 - quicka * 0.5);
next.foot_r.position =
Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2 - quick * 2.5);
next.foot_r.orientation = Quaternion::rotation_x(0.2 + quicka * 0.5);
next.shoulder_l.orientation = Quaternion::rotation_x(smootha * 0.15);
next.shoulder_r.orientation = Quaternion::rotation_x(smooth * 0.15);
next.lantern.orientation =
Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
next.torso.position = Vec3::new(0.0, -2.2 + smooth * -0.88, 4.4);
} else {
next.head.position = Vec3::new(0.0, -1.0 - stagnant + s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(
-0.25 * (1.0 - stagnant) + stagnant * 2.0 * head_look.x.abs(),
) * Quaternion::rotation_z(stagnant * 3.5 * head_look.x.abs());
next.chest.position = Vec3::new(0.0, 1.0 + s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_z(0.6 * stagnant)
* Quaternion::rotation_x((0.2 + drop * 0.05) * (1.0 - stagnant));
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(0.1 + dropa * 0.1);
next.back.orientation = Quaternion::rotation_x(
-0.2 + dropa * 0.1 - 0.15 * (1.0 - stagnant) + stagnant * 0.1,
);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_x(0.1 + dropa * 0.12 * (1.0 - stagnant));
next.hand_l.position = Vec3::new(
-s_a.hand.0,
7.5 + stagnant * -5.0 + s_a.hand.1,
7.0 + stagnant * -7.0 + s_a.hand.2 + dropa * -1.0 * (1.0 - stagnant),
);
next.hand_l.orientation = Quaternion::rotation_x(2.2 + stagnant * -1.4)
* Quaternion::rotation_y((0.3 + dropa * 0.1) * (1.0 - stagnant));
next.hand_r.position = Vec3::new(
s_a.hand.0,
7.5 + stagnant * -2.5 + s_a.hand.1,
5.0 + s_a.hand.2 + drop * -1.0 * (1.0 - stagnant),
);
next.hand_r.orientation = Quaternion::rotation_x(2.2)
* Quaternion::rotation_y(-0.3 + drop * 0.1 * (1.0 - stagnant));
next.foot_l.position = Vec3::new(
-s_a.foot.0,
4.0 + stagnant * 3.0 + s_a.foot.1,
1.0 + s_a.foot.2 + drop * -2.0 * (1.0 - stagnant),
);
next.foot_l.orientation = Quaternion::rotation_x(0.55 + drop * 0.1 * (1.0 - stagnant));
next.foot_r.position = Vec3::new(
s_a.foot.0,
2.0 + stagnant * 4.0 + s_a.foot.1,
-2.0 + s_a.foot.2 + smooth * 1.0 * (1.0 - stagnant),
);
next.foot_r.orientation =
Quaternion::rotation_x(0.2 + smooth * 0.15 * (1.0 - stagnant));
next.torso.position = Vec3::new(0.0, -2.2, 4.4);
};
next
}
}