use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; pub struct SleepAnimation; impl Animation for SleepAnimation { type Dependency<'a> = (Option, Option, f32); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_sleep\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_sleep")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'_>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time * 1.0).sin(); let slowa = (anim_time * 1.0 + PI / 2.0).sin(); let stop = (anim_time * 3.0).min(PI / 2.0).sin(); let head_look = Vec2::new( (global_time * 0.05 + anim_time / 15.0) .floor() .mul(7331.0) .sin() * 0.25, (global_time * 0.05 + anim_time / 15.0) .floor() .mul(1337.0) .sin() * 0.125, ); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8); next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1) * Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs()); next.chest.position = Vec3::new( 0.0, s_a.chest.0 + stop * -0.4, s_a.chest.1 + slow * 0.1 + stop * -0.8, ); next.chest.orientation = Quaternion::rotation_x(stop * 0.15 + 1.0); next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(stop * 0.3); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6); next.shorts.orientation = Quaternion::rotation_x(stop * 0.6); next.hand_l.position = Vec3::new( -s_a.hand.0 - 1.0, s_a.hand.1 + slowa * 0.15 + 2.0, s_a.hand.2 + slow * 0.7 + stop * -2.0, ); next.hand_l.orientation = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1) * Quaternion::rotation_y(PI * 0.15); next.hand_r.position = Vec3::new( s_a.hand.0 + 1.0, s_a.hand.1 + slowa * 0.15 + 2.0, s_a.hand.2 + slow * 0.7 + stop * -2.0, ); next.hand_r.orientation = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1) * Quaternion::rotation_y(PI * -0.15); next.foot_l.position = Vec3::new(-s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1); next.foot_r.position = Vec3::new(s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1); 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_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.torso.position = Vec3::new(0.0, -2.2, stop * -1.76); if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0 + 1.0 - head_look.x * 8.0, s_a.hand.1 + 5.0 + head_look.x * 6.0, s_a.hand.2 + 9.0 + head_look.y * 6.0, ); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9) * Quaternion::rotation_y(head_look.x * 3.0) * Quaternion::rotation_x(head_look.y * 3.0); let fast = (anim_time * 5.0).sin(); let fast2 = (anim_time * 4.5 + 8.0).sin(); next.lantern.position = Vec3::new(-0.5, -0.5, -2.5); next.lantern.orientation = next.hand_r.orientation.inverse() * Quaternion::rotation_x(fast * 0.1) * Quaternion::rotation_y(fast2 * 0.1); } next } }