use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, util::Dir};
use core::f32::consts::PI;
pub struct TalkAnimation;
impl Animation for TalkAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32, f32, Dir);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_talk\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_talk")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, _velocity, _global_time, look_dir): Self::Dependency<
'_,
>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let slowa = (anim_time * 6.0).sin();
let slowb = (anim_time * 4.0 + PI / 2.0).sin();
let slowc = (anim_time * 12.0 + PI / 2.0).sin();
next.head.orientation =
Quaternion::rotation_x(slowc * 0.035 + look_dir.z.atan2(look_dir.xy().magnitude()));
next.hand_l.position = Vec3::new(
-s_a.hand.0 + 0.5 + slowb * 0.5,
s_a.hand.1 + 5.0 + slowc * 1.0,
s_a.hand.2 + 2.0 + slowa * 1.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.position = Vec3::new(
s_a.hand.0 - 0.5 + slowb * 0.5,
s_a.hand.1 + 4.0 + slowc * -1.0,
s_a.hand.2 + 2.0 + slowa * 1.0,
);
next.hand_l.orientation = Quaternion::rotation_y(-0.2 + slowb * 0.2 + slowa * 0.07)
* Quaternion::rotation_x(1.3 + slowa * 0.15);
next.hand_r.orientation = Quaternion::rotation_y(0.2 + slowa * -0.1 + slowb * 0.07)
* Quaternion::rotation_x(1.3 + slowb * -0.15 + slowc * 0.05);
next
}
}