use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::AbilityInfo,
};
use std::{f32::consts::PI, ops::Mul};
pub struct MusicAnimation;
type MusicAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
(Option<AbilityInfo>, f32),
Vec3<f32>,
Option<&'a str>,
);
impl Animation for MusicAnimation {
type Dependency<'a> = MusicAnimationDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_music\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_music")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_hands, (ability_info, global_time), rel_vel, ability_id): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
*rate = 2.0;
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 = ((0.1 / (1.0 + (4.0) * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
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);
if rel_vel.magnitude() < 0.1 {
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,
);
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,
);
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 = match ability_id {
Some("common.abilities.music.kora" | "common.abilities.music.banjo") => {
Quaternion::rotation_x(shorte * 0.2) * Quaternion::rotation_y(shorte * 0.2)
},
_ => 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);
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,
);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Instrument) => {
let head_bop = match ability_id {
Some(
"common.abilities.music.flute"
| "common.abilities.music.glass_flute"
| "common.abilities.music.melodica",
) => 0.2,
Some(
"common.abilities.music.guitar"
| "common.abilities.music.dark_guitar"
| "common.abilities.music.lute"
| "common.abilities.music.kora"
| "common.abilities.music.banjo"
| "common.abilities.music.sitar",
) => 0.5,
Some(
"common.abilities.music.lyre"
| "common.abilities.music.icy_talharpa"
| "common.abilities.music.shamisen"
| "common.abilities.music.kalimba"
| "common.abilities.music.steeltonguedrum",
) => 0.3,
_ => 1.0,
};
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z((short * head_bop) * -0.6)
* Quaternion::rotation_x(
0.2 + head_look.y.max(0.0) + (shorte * head_bop).abs() * -0.2,
);
match ability_id {
Some("common.abilities.music.double_bass") => {
next.hand_l.position = Vec3::new(
3.5 - s_a.hand.0,
7.0 + s_a.hand.1 + shortealt * -3.0,
8.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.5);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 6.0,
4.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.4);
next.main.position = Vec3::new(-4.0, 6.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(3.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some("common.abilities.music.kora") => {
next.hand_l.position = Vec3::new(
5.0 - s_a.hand.0 + shortealt * 1.0,
8.0 + s_a.hand.1 + shortealt * -1.0,
5.0 + s_a.hand.2 + shortealt * -0.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.2 + foot * 0.15)
* Quaternion::rotation_y(-0.5 - foot * 0.3);
next.hand_r.position = Vec3::new(
-4.5 + s_a.hand.0 - shortealt * 1.0,
8.0 + s_a.hand.1 + shortealt * 1.0,
4.0 + s_a.hand.2 + shortealt * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.4 + foot * 0.3);
next.main.position = Vec3::new(0.0, 16.0, 14.0);
next.main.orientation = Quaternion::rotation_x(-0.5)
* Quaternion::rotation_y(3.0)
* Quaternion::rotation_z(1.3);
},
Some("common.abilities.music.flute" | "common.abilities.music.glass_flute") => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.hand_r.position = Vec3::new(
-4.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-2.5, 10.0, -11.0);
next.main.orientation = Quaternion::rotation_x(3.5)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(0.05);
},
Some(
"common.abilities.music.guitar" | "common.abilities.music.dark_guitar",
) => {
next.hand_l.position = Vec3::new(
1.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
3.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-14.0, 6.0, 5.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some(
"common.abilities.music.lyre"
| "common.abilities.music.wildskin_drum"
| "common.abilities.music.steeltonguedrum"
| "common.abilities.music.icy_talharpa",
) => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
Some("common.abilities.music.kalimba") => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 12.0, -8.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(PI - 0.2);
},
Some(
"common.abilities.music.lute"
| "common.abilities.music.shamisen"
| "common.abilities.music.banjo",
) => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
5.0 + s_a.hand.1 + shortealt * -1.0,
2.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-1.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-14.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
Some("common.abilities.music.melodica") => {
next.hand_l.position = Vec3::new(
4.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -0.5,
4.0 + s_a.hand.2 + shortealt * -0.75,
);
next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
* Quaternion::rotation_y(-0.9);
next.hand_r.position = Vec3::new(
-3.5 + s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-1.0, 2.0, 16.0);
next.main.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(PI)
* Quaternion::rotation_z(PI / -2.0);
},
Some("common.abilities.music.washboard") => {
next.hand_l.position = Vec3::new(
3.0 - s_a.hand.0,
4.0 + s_a.hand.1 + shortealt * -0.1,
1.0 + s_a.hand.2 + shortealt * -0.2,
);
next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
* Quaternion::rotation_y(-0.6);
next.hand_r.position = Vec3::new(
-4.0 + s_a.hand.0 + shortealt * 2.0,
5.0 + s_a.hand.1 - shortealt * 3.0,
2.0 + s_a.hand.2 + shortealt * 0.75,
);
next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
* Quaternion::rotation_y(0.9);
next.main.position = Vec3::new(8.0, 14.0, -6.0);
next.main.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.75)
* Quaternion::rotation_z(0.20);
},
Some("common.abilities.music.sitar") => {
next.hand_l.position = Vec3::new(
2.0 - s_a.hand.0,
6.0 + s_a.hand.1 + shortealt * -1.0,
1.0 + s_a.hand.2 + shortealt * -1.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(0.8);
next.hand_r.position = Vec3::new(
-2.0 + s_a.hand.0 - shortealt * 1.25,
6.0 + s_a.hand.1 + shortealt * 2.0,
2.0 + s_a.hand.2 + shortealt * 0.25,
);
next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
* Quaternion::rotation_y(0.6);
next.main.position = Vec3::new(-15.0, 6.0, 4.0);
next.main.orientation = Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(PI / -3.0);
},
_ => {},
}
},
_ => {},
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(-0.5, -0.5, 5.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
next
}
}