use super::{ super::{Animation, SkeletonAttr}, BipedLargeSkeleton, }; use std::f32::consts::PI; use vek::*; pub struct JumpAnimation; impl Animation for JumpAnimation { type Skeleton = BipedLargeSkeleton; type Dependency = (f32, f64); fn update_skeleton( skeleton: &Self::Skeleton, _global_time: Self::Dependency, anim_time: f64, _rate: &mut f32, _skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); let wave_slow = (anim_time as f32 * 3.5 + PI).sin(); let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos(); next.knight_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_head.scale = Vec3::one() / 10.88; next.knight_upper_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_upper_torso.scale = Vec3::one() / 10.88; next.knight_lower_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_lower_torso.scale = Vec3::one() / 10.88; next.knight_shoulder_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_shoulder_l.scale = Vec3::one() / 10.88; next.knight_shoulder_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_shoulder_r.scale = Vec3::one() / 10.88; next.knight_hand_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_hand_l.scale = Vec3::one() / 10.88; next.knight_hand_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_hand_r.scale = Vec3::one() / 10.88; next.knight_leg_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_leg_l.scale = Vec3::one() / 10.88; next.knight_leg_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_leg_r.scale = Vec3::one() / 10.88; next.knight_foot_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_foot_l.scale = Vec3::one() / 10.88; next.knight_foot_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.knight_foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.knight_foot_r.scale = Vec3::one() / 10.88; next } }