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<ToolKind>, Option<ToolKind>, 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(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, 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 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
}
}