use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::{f32::consts::PI, ops::Mul};
pub struct SwimAnimation;
type SwimAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
);
impl Animation for SwimAnimation {
type Dependency<'a> = SwimAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_swim\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_swim")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
second_tool_kind,
hands,
velocity,
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 avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
let avgtotal = avg_vel.magnitude();
let speed = velocity.magnitude();
*rate = 1.0;
let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
let lab: f32 = 1.0 * tempo;
let short = (anim_time * lab * 6.0 + PI * 0.9).sin();
let foot = (anim_time * lab * 6.0 + PI * -0.1).sin();
let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 6.0 * lab + PI * 1.4).sin());
let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 6.0 * lab + PI * 0.4).sin());
let foothoril = (anim_time * 6.0 * lab + PI * 1.4).sin();
let foothorir = (anim_time * 6.0 * lab + PI * (0.4)).sin();
let head_look = Vec2::new(
(global_time + anim_time / 4.0 * (1.0 / tempo))
.floor()
.mul(7331.0)
.sin()
* 0.2,
(global_time + anim_time / 4.0 * (1.0 / tempo))
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
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(0.8)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let abstilt = tilt.abs();
let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 - 1.0 + short * 0.3);
next.head.orientation =
Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0)
* Quaternion::rotation_x(
(0.4 * head_look.y * (1.0 / intensity)).abs()
+ 0.45 * intensity
+ velocity.z * 0.03
- (abstilt * 1.8).min(0.0),
);
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
-10.0 + s_a.chest.1 + short * 0.3 * intensity,
);
next.chest.orientation = Quaternion::rotation_z(short * 0.1 * intensity);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
* Quaternion::rotation_z(short * -0.2 * intensity);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.back.scale = Vec3::one() * 1.02;
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
* Quaternion::rotation_z(short * -0.3 * intensity);
next.hand_l.position = Vec3::new(
-1.0 - s_a.hand.0,
1.5 + s_a.hand.1 - foot * 2.0 * intensity * squash,
intensity * 5.0 + s_a.hand.2 + foot * -5.0 * intensity * squash,
);
next.hand_l.orientation = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash)
* Quaternion::rotation_y(0.4 + foot * -0.35);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(
1.0 + s_a.hand.0,
1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash,
intensity * 5.0 + s_a.hand.2 + foot * 5.0 * intensity * squash,
);
next.hand_r.orientation = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash)
* Quaternion::rotation_y(-0.4 + foot * -0.35);
next.hand_r.scale = Vec3::one() * 1.04;
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * 1.5 * intensity * squash,
-10.0 + s_a.foot.2 + footrotl * 3.0 * intensity * squash,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * 1.5 * intensity * squash,
-10.0 + s_a.foot.2 + footrotr * 3.0 * intensity * squash,
);
next.foot_r.orientation =
Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash);
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(short * 0.15 * intensity);
next.shoulder_l.scale = Vec3::one() * 1.1;
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(short * -0.15 * intensity);
next.shoulder_r.scale = Vec3::one() * 1.1;
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
avgtotal.min(0.5)
} else {
avgtotal
};
next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
next.torso.orientation = Quaternion::rotation_x(
(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
+ avgspeed * avg_vel.z * -0.003,
) * Quaternion::rotation_y(tilt * 2.0)
* Quaternion::rotation_z(tilt * 3.0);
next
}
}