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use super::{
    super::{vek::*, Animation},
    CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};

pub struct JumpAnimation;
impl Animation for JumpAnimation {
    type Dependency<'a> = (
        Option<ToolKind>,
        Option<ToolKind>,
        (Option<Hands>, Option<Hands>),
        Vec3<f32>,
        Vec3<f32>,
        Vec3<f32>,
        f32,
    );
    type Skeleton = CharacterSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"character_jump\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_jump")]

    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time): Self::Dependency<'_>,
        anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();
        let slow = (anim_time * 7.0).sin();

        let subtract = global_time - anim_time;
        let check = subtract - subtract.trunc();
        let switch = (check - 0.5).signum();

        let falling = (velocity.z * 0.1).clamped(-1.0, 1.0);
        let speed = Vec2::<f32>::from(velocity).magnitude();
        let speednorm = (speed / 10.0).min(1.0);

        let ori: Vec2<f32> = 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
        } * 1.3;
        next.head.scale = Vec3::one() * s_a.head_scale;
        next.shoulder_l.scale = Vec3::one() * 1.1;
        next.shoulder_r.scale = Vec3::one() * 1.1;
        next.back.scale = Vec3::one() * 1.02;

        next.head.position = Vec3::new(0.0, s_a.head.0, -1.0 + s_a.head.1);
        next.head.orientation =
            Quaternion::rotation_x(0.25 + slow * 0.04) * Quaternion::rotation_z(tilt * -2.5);

        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0);
        next.chest.orientation =
            Quaternion::rotation_x(speednorm * -0.3) * Quaternion::rotation_z(tilt * -2.0);

        next.belt.position = Vec3::new(
            0.0,
            s_a.belt.0 + speednorm * 1.2,
            s_a.belt.1 + speednorm * 1.0,
        );
        next.belt.orientation =
            Quaternion::rotation_x(speednorm * 0.3) * Quaternion::rotation_z(tilt * 2.0);

        next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
        next.back.orientation = Quaternion::rotation_z(0.0);

        next.shorts.position = Vec3::new(
            0.0,
            s_a.shorts.0 + speednorm * 3.0,
            s_a.shorts.1 + speednorm * 2.0,
        );
        next.shorts.orientation =
            Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);

        if switch > 0.0 {
            next.hand_l.position = Vec3::new(
                -s_a.hand.0,
                1.0 + s_a.hand.1 + 4.0,
                2.0 + s_a.hand.2 + slow * 1.5,
            );
            next.hand_l.orientation =
                Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(0.2);

            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
            next.hand_r.orientation =
                Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(-0.2);
        } else {
            next.hand_l.position =
                Vec3::new(-s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
            next.hand_l.orientation =
                Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(0.2);

            next.hand_r.position = Vec3::new(
                s_a.hand.0,
                1.0 + s_a.hand.1 + 4.0,
                2.0 + s_a.hand.2 + slow * 1.5,
            );
            next.hand_r.orientation =
                Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(-0.2);
        };

        next.foot_l.position = Vec3::new(
            -s_a.foot.0,
            s_a.foot.1 - 5.0 * switch,
            2.0 + s_a.foot.2 + slow * 1.5 + falling * -2.0,
        );
        next.foot_l.orientation = Quaternion::rotation_x(-0.8 * switch + slow * -0.2 * switch);

        next.foot_r.position = Vec3::new(
            s_a.foot.0,
            s_a.foot.1 + 5.0 * switch,
            2.0 + s_a.foot.2 + slow * 1.5 + falling * -2.0,
        );
        next.foot_r.orientation = Quaternion::rotation_x(0.8 * switch + slow * 0.2 * switch);

        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(0.4 * switch);

        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(-0.4 * switch);

        next.glider.position = Vec3::new(0.0, 0.0, 10.0);
        next.glider.scale = Vec3::one() * 0.0;

        next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);

        next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);

        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
        next.torso.orientation = Quaternion::rotation_x(0.0);

        next
    }
}