use super::{ super::{Animation, SkeletonAttr}, DragonSkeleton, }; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = DragonSkeleton; type Dependency = (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(); let duck_m_look = Vec2::new( ((global_time + anim_time) as f32 / 8.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 8.0) .floor() .mul(1337.0) .sin() * 0.25, ); next.dragon_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.dragon_head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.dragon_head.scale = Vec3::one() / 10.88; next.dragon_chest_front.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_chest_front.ori = Quaternion::rotation_x(0.0); next.dragon_chest_front.scale = Vec3::one() * 1.01; next.dragon_chest_rear.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_chest_rear.ori = Quaternion::rotation_x(0.0); next.dragon_chest_rear.scale = Vec3::one() * 1.01; next.dragon_tail_front.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_tail_front.ori = Quaternion::rotation_x(0.0); next.dragon_tail_front.scale = Vec3::one() * 1.01; next.dragon_tail_rear.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_tail_rear.ori = Quaternion::rotation_x(0.0); next.dragon_tail_rear.scale = Vec3::one() * 1.01; next.dragon_wing_in_l.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_wing_in_l.ori = Quaternion::rotation_x(0.0); next.dragon_wing_in_l.scale = Vec3::one() * 1.01; next.dragon_wing_in_r.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_wing_in_r.ori = Quaternion::rotation_x(0.0); next.dragon_wing_in_r.scale = Vec3::one() * 1.01; next.dragon_wing_out_l.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_wing_out_l.ori = Quaternion::rotation_x(0.0); next.dragon_wing_out_l.scale = Vec3::one() * 1.01; next.dragon_wing_out_r.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_wing_out_r.ori = Quaternion::rotation_x(0.0); next.dragon_wing_out_r.scale = Vec3::one() * 1.01; next.dragon_foot_fl.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_foot_fl.ori = Quaternion::rotation_x(0.0); next.dragon_foot_fl.scale = Vec3::one() * 1.01; next.dragon_foot_fr.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_foot_fr.ori = Quaternion::rotation_x(0.0); next.dragon_foot_fr.scale = Vec3::one() * 1.01; next.dragon_foot_bl.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_foot_bl.ori = Quaternion::rotation_x(0.0); next.dragon_foot_bl.scale = Vec3::one() * 1.01; next.dragon_foot_br.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.dragon_foot_br.ori = Quaternion::rotation_x(0.0); next.dragon_foot_br.scale = Vec3::one() * 1.01; next } }