use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use std::f32::consts::PI; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency = (Option, Option, f64); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, _global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave_ultra_slow = (anim_time as f32 * 1.0).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin(); let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; next.head.position = Vec3::new( 0.0, s_a.head.0, s_a.head.1 + wave_ultra_slow * 0.1 + head_abs * -0.5, ); next.head.scale = Vec3::one() * s_a.head_scale - head_abs * 0.05; next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_ultra_slow * 0.1); next.chest.scale = Vec3::one() + head_abs * 0.05; next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + wave_ultra_slow * 0.1); next.belt.orientation = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one() - head_abs * 0.05; next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1 + wave_ultra_slow * 0.1); next.shorts.orientation = Quaternion::rotation_x(0.0); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.scale = Vec3::one() * 1.02; next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1 + wave_ultra_slow_cos * 0.15, s_a.hand.2 + wave_ultra_slow * 0.5, ); next.hand_l.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1 + wave_ultra_slow_cos * 0.15, s_a.hand.2 + wave_ultra_slow * 0.5 + head_abs * -0.05, ); next.hand_r.orientation = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); 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(0.0); next.shoulder_l.scale = (Vec3::one() + head_abs * -0.05) * 1.15; 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(0.0); next.shoulder_r.scale = (Vec3::one() + head_abs * -0.05) * 1.15; next.glider.scale = Vec3::one() * 0.0; match active_tool_kind { Some(ToolKind::Dagger) => { next.main.position = Vec3::new(-4.0, -5.0, 7.0); next.main.orientation = Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI); }, Some(ToolKind::Shield) => { next.main.position = Vec3::new(-0.0, -5.0, 3.0); next.main.orientation = Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, -5.0, 6.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.main.position = Vec3::new(2.0, -5.0, -1.0); next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57); }, _ => { next.main.position = Vec3::new(-7.0, -5.0, 15.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, } match second_tool_kind { Some(ToolKind::Dagger) => { next.second.position = Vec3::new(4.0, -6.0, 7.0); next.second.orientation = Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI); }, Some(ToolKind::Shield) => { next.second.position = Vec3::new(0.0, -4.0, 3.0); next.second.orientation = Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI); }, _ => { next.second.position = Vec3::new(-7.0, -5.0, 15.0); next.second.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, } next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2); next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.scale = Vec3::one() * 0.65; next.hold.scale = Vec3::one() * 0.0; next.torso.position = Vec3::new(0.0, -0.2, 0.1) * s_a.scaler; next.torso.scale = Vec3::one() / 11.0 * s_a.scaler; next.second.scale = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), ) { (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(), (_, _) => Vec3::zero(), }; next } }