// Standard use std::{ f32::consts::PI, ops::Mul, }; // Library use vek::*; // Local use super::{super::Animation, CharacterSkeleton, SCALE}; pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton(skeleton: &Self::Skeleton, global_time: f64, anim_time: f64) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 12.0).sin(); let wavecos = (anim_time as f32 * 12.0).cos(); let wave_slow = (anim_time as f32 * 6.0 + PI).sin(); let wavecos_slow = (anim_time as f32 * 6.0 + PI).cos(); let waveultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let waveultracos_slow = (anim_time as f32 * 1.0 + PI).cos(); let wave_dip = (wave_slow.abs() - 0.5).abs(); let head_look = Vec2::new( (global_time as f32 / 5.0).floor().mul(7331.0).sin() * 0.5, (global_time as f32 / 5.0).floor().mul(1337.0).sin() * 0.25, ); next.head.offset = Vec3::new(5.5, 2.0, 11.5 + waveultra_slow * 0.4); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new(5.5, 0.0, 7.5 + waveultra_slow * 0.4); next.chest.ori = Quaternion::rotation_x(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(5.5, 0.0, 5.5 + waveultra_slow * 0.4); next.belt.ori = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(5.5, 0.0, 2.5 + waveultra_slow * 0.4); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -7.5, -2.0 + waveultracos_slow * 0.3, 12.0 + waveultra_slow * 1.1, ); next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 7.5, -2.0 + waveultracos_slow * 0.3, 12.0 + waveultra_slow * 1.1, ); next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 0.0, 8.0); next.l_foot.ori = Quaternion::identity(); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 0.0, 8.0); next.r_foot.ori = Quaternion::identity(); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new(-5.0, -6.0, 18.5); next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.scale = Vec3::one(); next.torso.offset = Vec3::new(-0.5, -0.2, 0.1); next.torso.ori = Quaternion::rotation_x(0.0); next.torso.scale = Vec3::one() / 11.0; next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one(); next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one(); next } }