use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::{f32::consts::PI, ops::Mul};
pub struct SwimWieldAnimation;
impl Animation for SwimWieldAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
f32,
f32,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_swimwield\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_swimwield")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, hands, velocity, global_time): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
*rate = 1.0;
let lab: f32 = 1.0;
let speed = Vec3::<f32>::from(velocity).magnitude();
*rate = 1.0;
let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
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 head_look = Vec2::new(
(global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1,
);
let slowalt = (anim_time * 6.0 + PI).cos();
let u_slow = (anim_time * 1.0 + PI).sin();
let foothoril = (anim_time * 6.0 * lab + PI * 1.45).sin();
let foothorir = (anim_time * 6.0 * lab + PI * (0.45)).sin();
let u_slowalt = (anim_time * 3.0 + PI).cos();
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 16.0).sin());
let noisea = (anim_time * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * 1.5 * intensity,
-10.0 + s_a.foot.2 + footrotl * 3.0 * intensity,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * 1.5 * intensity,
-10.0 + s_a.foot.2 + footrotr * 3.0 * intensity,
);
next.foot_r.orientation = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
next.hold.scale = Vec3::one() * 0.0;
if velocity > 0.01 {
next.torso.position = Vec3::new(0.0, 0.0, 11.0);
next.torso.orientation = Quaternion::rotation_x(velocity * -0.05);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.back.orientation = Quaternion::rotation_x(
(-0.5 + short * 0.3 + noisea * 0.3 + noiseb * 0.3).min(-0.1),
);
next.back.scale = Vec3::one() * 1.02;
} else {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
next.head.orientation =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.position =
Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, -2.0 + s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + s_a.foot.1, s_a.foot.2);
next.chest.orientation =
Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation =
Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22);
next.belt.scale = Vec3::one() * 1.02;
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.back.orientation = Quaternion::rotation_x(-0.2);
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_z(0.3);
}
let main_tool = if let (None, Some(Hands::Two)) = hands {
second_tool_kind
} else {
active_tool_kind
};
match main_tool {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
next.hand_l.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
next.hand_r.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(0.0, 0.0, -3.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(-7.0, 6.0, 6.0);
next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(u_slowalt * 0.08);
},
Some(ToolKind::Dagger) => {
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_l.scale = Vec3::one() * hand_scale;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_r.scale = Vec3::one() * hand_scale;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
},
Some(ToolKind::Axe) => {
if velocity < 0.5 {
next.head.position =
Vec3::new(0.0, -3.5 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.35 + head_look.y.abs());
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.orientation = Quaternion::rotation_x(-0.35)
* Quaternion::rotation_y(u_slowalt * 0.04)
* 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(u_slowalt * 0.03)
* 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.control.orientation = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
} else {
next.control.orientation = Quaternion::rotation_x(2.1)
* Quaternion::rotation_y(-0.4)
* Quaternion::rotation_z(PI - 0.2);
}
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
},
Some(ToolKind::Hammer) => {
next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
next.hand_l.orientation =
Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-PI / 2.0)
* Quaternion::rotation_z(PI / 2.0);
next.control.position = Vec3::new(6.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(0.3 + u_slow * 0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(u_slowalt * 0.08);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_l.position = Vec3::new(1.5, 0.5, -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(8.0, 4.0, 2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(12.0, 8.4, 13.2);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(PI + 0.3)
* Quaternion::rotation_z(0.9);
next.control.position = Vec3::new(-14.0, 1.8, 3.0);
next.control.orientation = Quaternion::rotation_x(u_slow * 0.2)
* Quaternion::rotation_y(-0.2)
* Quaternion::rotation_z(u_slowalt * 0.1);
},
Some(ToolKind::Shield) => {
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_l.scale = Vec3::one() * hand_scale;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.hand_r.scale = Vec3::one() * hand_scale;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
* Quaternion::rotation_y(0.0 * PI)
* Quaternion::rotation_z(0.0 * PI);
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(3.0, 2.0, -13.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-1.7)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.1);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(-7.0, 6.0, 6.0);
next.control.orientation =
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.position = Vec3::new(7.0, 2.5, -1.25);
next.hand_r.orientation = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3);
next.hand_r.scale = Vec3::one() * 1.04;
next.main.position = Vec3::new(5.0, 8.75, -2.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(0.0, 6.0, 6.0);
next.control.orientation =
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
},
_ => {},
}
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}