use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use std::ops::Mul;
pub struct StandAnimation;
impl Animation for StandAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_stand\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_stand")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, hands, orientation, last_ori, global_time, avg_vel): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time * 1.0).sin();
let impact = (avg_vel.z).max(-15.0);
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;
let head_look = Vec2::new(
((global_time + anim_time) / 10.0).floor().mul(7331.0).sin() * 0.15,
((global_time + anim_time) / 10.0).floor().mul(1337.0).sin() * 0.07,
);
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.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 + slow * 0.3);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(impact * -0.02 + head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3 + impact * 0.2);
next.chest.orientation =
Quaternion::rotation_z(head_look.x * 0.6) * Quaternion::rotation_x(impact * 0.04);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + impact * 0.005, s_a.belt.1);
next.belt.orientation =
Quaternion::rotation_z(head_look.x * -0.1) * Quaternion::rotation_x(impact * -0.03);
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 + impact * -0.2, s_a.shorts.1);
next.shorts.orientation =
Quaternion::rotation_z(head_look.x * -0.2) * Quaternion::rotation_x(impact * -0.04);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + slow * 0.15 - impact * 0.2,
s_a.hand.2 + slow * 0.5 + impact * -0.1,
);
next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
next.hand_r.position = Vec3::new(
s_a.hand.0,
s_a.hand.1 + slow * 0.15 - impact * 0.2,
s_a.hand.2 + slow * 0.5 + impact * -0.1,
);
next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - impact * 0.15, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(impact * 0.02);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + impact * 0.15, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(impact * -0.02);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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.do_hold_lantern(s_a, anim_time, 0.0, 0.0, impact, tilt);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.second.scale = Vec3::one();
next.second.scale = match hands {
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}