use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use common::comp::item::Tool; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct Input { pub attack: bool, } pub struct BlockAnimation; impl Animation for BlockAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, global_time: f64, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos(); let _wave_slow = (anim_time as f32 * 6.0 + PI).sin(); let _head_look = Vec2::new( ((global_time + anim_time) as f32 / 1.5) .floor() .mul(7331.0) .sin() * 0.3, ((global_time + anim_time) as f32 / 1.5) .floor() .mul(1337.0) .sin() * 0.15, ); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2, -1.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2, ); next.head.ori = Quaternion::rotation_x(-0.25); next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2); next.chest.ori = Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2); next.belt.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008); next.belt.scale = Vec3::one() * 1.01; next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2); next.shorts.ori = Quaternion::rotation_x(0.1); next.shorts.scale = Vec3::one(); match Tool::Hammer { //TODO: Inventory Tool::Sword => { next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0 + wave_ultra_slow * 1.0); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } Tool::Axe => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.5 + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.0 + wave_ultra_slow_cos * 0.5, -2.0 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0 + wave_ultra_slow * 1.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } Tool::Hammer => { next.l_hand.offset = Vec3::new(-7.0, 3.5, 6.5); next.l_hand.ori = Quaternion::rotation_x(2.07) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(-0.2); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(7.0, 2.5, 3.75); next.r_hand.ori = Quaternion::rotation_x(2.07) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(-0.2); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( 5.0 + skeleton_attr.weapon_x, 8.75 + skeleton_attr.weapon_y, 5.5, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.35) * Quaternion::rotation_z(-0.85); next.weapon.scale = Vec3::one(); } Tool::Staff => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.5 + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.0 + wave_ultra_slow_cos * 0.5, -2.0 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, 4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } Tool::Shield => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.5 + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.0 + wave_ultra_slow_cos * 0.5, -2.0 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, 4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } Tool::Bow => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.5 + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.0 + wave_ultra_slow_cos * 0.5, -2.0 + wave_ultra_slow * 1.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, 4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } Tool::Dagger => { next.l_hand.offset = Vec3::new( -6.0 + wave_ultra_slow_cos * 1.0, 3.5 + wave_ultra_slow_cos * 0.5, 0.0 + wave_ultra_slow * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } } //next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1); //next.l_foot.ori = Quaternion::rotation_x(-0.3); //next.l_foot.scale = Vec3::one(); //next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1); //next.r_foot.ori = Quaternion::rotation_x(0.3); //next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; next.draw.offset = Vec3::new(0.0, 5.0, 0.0); next.draw.ori = Quaternion::rotation_y(0.0); next.draw.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }