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117 lines
4.0 KiB
Rust
117 lines
4.0 KiB
Rust
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use super::{super::Animation, QuadrupedLowSkeleton, SkeletonAttr};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency = f64;
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type Skeleton = QuadrupedLowSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let ultra_slow = (anim_time as f32 * 1.0).sin();
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let slow = (anim_time as f32 * 2.5).sin();
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let slowalt = (anim_time as f32 * 2.5 + PI / 2.0).sin();
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let dragon_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head_upper.offset = Vec3::new(
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0.0,
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skeleton_attr.head_upper.0,
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skeleton_attr.head_upper.1 + ultra_slow * 0.20,
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);
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next.head_upper.ori = Quaternion::rotation_z(0.8 * dragon_look.x)
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* Quaternion::rotation_x(0.8 * dragon_look.y);
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next.head_upper.scale = Vec3::one();
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next.head_lower.offset = Vec3::new(
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0.0,
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skeleton_attr.head_lower.0,
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skeleton_attr.head_lower.1 + ultra_slow * 0.20,
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);
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next.head_lower.ori = Quaternion::rotation_z(0.8 * dragon_look.x)
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* Quaternion::rotation_x(-0.2 + 0.8 * dragon_look.y);
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next.head_lower.scale = Vec3::one() * 1.05;
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next.jaw.offset = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
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next.jaw.ori = Quaternion::rotation_x(slow * 0.04);
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next.jaw.scale = Vec3::one() * 1.05;
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next.chest_front.offset = Vec3::new(
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0.0,
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skeleton_attr.chest_front.0,
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skeleton_attr.chest_front.1,
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);
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next.chest_front.ori = Quaternion::rotation_y(slow * 0.01);
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next.chest_front.scale = Vec3::one() * 1.05;
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next.chest_rear.offset =
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Vec3::new(0.0, skeleton_attr.chest_rear.0, skeleton_attr.chest_rear.1);
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next.chest_rear.ori = Quaternion::rotation_y(slow * 0.01);
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next.chest_rear.scale = Vec3::one() * 1.05;
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next.tail_front.offset =
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Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
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next.tail_front.ori = Quaternion::rotation_z(slowalt * 0.10) * Quaternion::rotation_x(0.1);
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next.tail_front.scale = Vec3::one() * 0.98;
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next.tail_rear.offset =
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Vec3::new(0.0, skeleton_attr.tail_rear.0, skeleton_attr.tail_rear.1);
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next.tail_rear.ori = Quaternion::rotation_z(slowalt * 0.12) * Quaternion::rotation_x(0.05);
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next.tail_rear.scale = Vec3::one() * 0.98;
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next.foot_fl.offset = Vec3::new(
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2,
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);
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next.foot_fl.ori = Quaternion::rotation_x(0.0);
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next.foot_fl.scale = Vec3::one();
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next.foot_fr.offset = Vec3::new(
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2,
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);
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next.foot_fr.ori = Quaternion::rotation_x(0.0);
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next.foot_fr.scale = Vec3::one();
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next.foot_bl.offset = Vec3::new(
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-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2,
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);
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next.foot_bl.ori = Quaternion::rotation_x(0.0);
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next.foot_bl.scale = Vec3::one();
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next.foot_br.offset = Vec3::new(
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skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2,
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);
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next.foot_br.ori = Quaternion::rotation_x(0.0);
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next.foot_br.scale = Vec3::one();
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next
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}
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}
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