use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use std::{f32::consts::PI, ops::Mul};
pub struct MountAnimation;
impl Animation for MountAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
f32,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_mount\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_mount")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
second_tool_kind,
hands,
global_time,
velocity,
avg_vel,
orientation,
last_ori,
): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let head_look = Vec2::new(
(global_time * 0.05 + anim_time / 15.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
(global_time * 0.05 + anim_time / 15.0)
.floor()
.mul(1337.0)
.sin()
* 0.125,
);
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
let canceler = (speed / 24.0).powf(0.6);
let _x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler;
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;
let bob = (anim_time * 12.0).sin();
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.scale = Vec3::one() * 1.01;
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.scale = Vec3::one() * 1.04;
next.back.scale = Vec3::one() * 1.02;
next.belt.scale = Vec3::one() * 1.02;
next.hold.scale = Vec3::one() * 0.0;
next.lantern.scale = Vec3::one() * 0.65;
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one() * 1.1;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -2.0)
* Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation =
Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5 - bob * speed * 0.0)
* Quaternion::rotation_y(tilt * 2.0);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5);
next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1 + 1.0);
next.shorts.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(tilt * -1.0);
next.hand_l.position = Vec3::new(
-s_a.hand.0 + 3.0,
s_a.hand.1 + 6.0,
s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
);
next.hand_l.orientation =
Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(-PI / 2.0 + 1.0);
next.hand_r.position = Vec3::new(
s_a.hand.0 - 3.0,
s_a.hand.1 + 6.0,
s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
);
next.hand_r.orientation =
Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(PI / 2.0 - 1.0);
next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.5);
next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.5);
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(0.0);
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(0.0);
next.do_hold_lantern(s_a, anim_time, 0.0, speed * 0.1 + 0.1, 0.0, tilt);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
next
}
}