use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use std::f32::consts::PI; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency = f64; type Skeleton = CharacterSkeleton; 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 * 1.0).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin(); let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; next.head.offset = Vec3::new( 0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1 + wave_ultra_slow * 0.1 + head_abs * -0.5, ); next.head.scale = Vec3::one() * skeleton_attr.head_scale - head_abs * 0.05; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + wave_ultra_slow * 0.1, ); next.chest.scale = Vec3::one() + head_abs * 0.05; next.belt.offset = Vec3::new( 0.0, skeleton_attr.belt.0, skeleton_attr.belt.1 + wave_ultra_slow * 0.1, ); next.belt.ori = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one() - head_abs * 0.05; next.shorts.offset = Vec3::new( 0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1 + wave_ultra_slow * 0.1, ); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.hand.0, skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15, skeleton_attr.hand.2 + wave_ultra_slow * 0.5, ); next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( skeleton_attr.hand.0, skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15, skeleton_attr.hand.2 + wave_ultra_slow * 0.5 + head_abs * -0.05, ); next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.r_hand.scale = Vec3::one() + head_abs * -0.05; next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2, ); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new( skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2, ); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.0, skeleton_attr.shoulder.2, ); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15; next.r_shoulder.offset = Vec3::new( skeleton_attr.shoulder.0, skeleton_attr.shoulder.0, skeleton_attr.shoulder.2, ); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15; next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new(-7.0, -5.0, 18.0); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.scale = Vec3::one() + head_abs * -0.05; next.second.offset = Vec3::new(0.0, 0.0, 0.0); next.second.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new( skeleton_attr.lantern.0, skeleton_attr.lantern.1, skeleton_attr.lantern.2, ); next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.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.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(0.0); next.control.scale = Vec3::one(); next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); next.l_control.ori = Quaternion::rotation_x(0.0); next.l_control.scale = Vec3::one(); next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); next.r_control.ori = Quaternion::rotation_x(0.0); next.r_control.scale = Vec3::one(); next } }