use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct SteerAnimation;
impl Animation for SteerAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_steer\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_steer")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, steer_dir, global_time): 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 head_look = Vec2::new(
(global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1,
(global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05,
);
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(head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.06);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
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, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + slow * 0.15,
s_a.hand.2 + slow * 0.5,
);
let helm_center = Vec3::new(0.0, 0.6, 0.75) / s_a.scaler * 11.0;
let rot = steer_dir * 0.5;
let hand_rotation = Quaternion::rotation_y(rot) * Quaternion::rotation_x(PI / 2.0);
let hand_offset = Vec3::new(rot.cos(), 0.0, -rot.sin()) * 0.4 / s_a.scaler * 11.0;
next.hand_l.position = helm_center - hand_offset;
next.hand_r.position = helm_center + hand_offset;
let ori_l = Quaternion::rotation_x(
PI / 2.0 + (next.hand_l.position.z / next.hand_l.position.x).atan(),
);
let ori_r = Quaternion::rotation_x(
PI / 2.0 - (next.hand_r.position.z / next.hand_r.position.x).atan(),
);
next.hand_l.orientation = hand_rotation * ori_l;
next.hand_r.orientation = -hand_rotation * ori_r;
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = ori_r;
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = ori_l;
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::identity();
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);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 6.0,
s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}