use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{AbilitySpec, Hands, ToolKind};
use core::{f32::consts::PI, ops::Mul};
pub struct SneakWieldAnimation;
impl Animation for SneakWieldAnimation {
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
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_sneakwield\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneakwield")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
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 speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let slow = (anim_time * 3.0).sin();
let breathe = ((anim_time * 0.5).sin()).abs();
let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab: f32 = 1.0;
let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
let speednorm = speed / 4.0;
let footvertl = (anim_time * 7.0 * lab).sin();
let footvertr = (anim_time * 7.0 * lab + PI).sin();
let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 1.4).sin());
let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 0.4).sin());
let short = (anim_time * lab * 7.0).sin();
let noisea = (anim_time * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
let head_look = Vec2::new(
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
);
let orientation: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if vek::Vec2::new(orientation, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& orientation.angle_between(last_ori).is_finite()
{
orientation.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), orientation).signum()
} else {
0.0
} * 1.3;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
next.hold.scale = Vec3::one() * 0.0;
if speed > 0.5 {
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.0);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
* Quaternion::rotation_x(head_look.y + 0.45);
next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_x(-0.5);
next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
* Quaternion::rotation_y(tilt * 0.5)
* Quaternion::rotation_x(0.2);
next.back.orientation =
Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7)
* Quaternion::rotation_x(0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
);
next.foot_r.orientation =
Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
} else {
next.head.position = Vec3::new(
0.0,
1.0 + s_a.head.0,
-2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.6 + head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
next.chest.orientation = Quaternion::rotation_x(-0.7);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.35);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
}
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
if speed < 0.5 {
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.35 + head_look.y.abs());
next.chest.orientation = Quaternion::rotation_x(-0.35)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.15);
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.15);
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation =
Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
}
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position =
Vec3::new(s_a.hc.0, s_a.hc.1 + speed * 0.2, s_a.hc.2 + 6.0);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4 + speed * -0.04)
* Quaternion::rotation_z(s_a.hc.5);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
if speed > 0.5 && velocity.z == 0.0 {
next.hand_r.position = Vec3::new(
7.0 + s_a.hand.0 + foothoril * 1.3,
-4.0 + s_a.hand.1 + foothoril * -7.0,
1.0 + s_a.hand.2 - foothoril * 5.5,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
* Quaternion::rotation_y(footrotl * -0.4);
} else {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
};
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
next.control.orientation = Quaternion::rotation_x(speednorm * -0.5 + 0.8)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Instrument) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Washboard" => {
next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, -4.5, -5.0);
next.main.orientation = Quaternion::rotation_x(5.5);
},
_ => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
}
}
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
if speed < 0.5 {
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(-0.2 + head_look.y.abs());
}
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.6)
* Quaternion::rotation_z(0.0);
},
_ => {},
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
next.hand_l.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
next.hand_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
next
}
}