use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct SitAnimation; impl Animation for SitAnimation { type Dependency = (Option, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time as f32 * 1.0).sin(); let slowa = (anim_time as f32 * 1.0 + PI / 2.0).sin(); let stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin(); let slow_abs = ((anim_time as f32 * 0.3).sin()) + 1.0; let head_look = Vec2::new( ((global_time + anim_time) as f32 / 18.0) .floor() .mul(7331.0) .sin() * 0.25, ((global_time + anim_time) as f32 / 18.0) .floor() .mul(1337.0) .sin() * 0.125, ); next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.head.0, skeleton_attr.head.1 + slow * 0.1 + stop * -0.8, ); next.head.ori = 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.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0 + stop * -0.4, skeleton_attr.chest.1 + slow * 0.1 + stop * -0.8, ); next.chest.ori = Quaternion::rotation_x(stop * 0.15); next.chest.scale = Vec3::one() + slow_abs * 0.05; next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + stop * 1.2, skeleton_attr.belt.1); next.belt.ori = Quaternion::rotation_x(stop * 0.3); next.belt.scale = (Vec3::one() + slow_abs * 0.05) * 1.02; next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1); next.back.scale = Vec3::one() * 1.02; next.shorts.offset = Vec3::new( 0.0, skeleton_attr.shorts.0 + stop * 2.5, skeleton_attr.shorts.1 + stop * 0.6, ); next.shorts.ori = Quaternion::rotation_x(stop * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -skeleton_attr.hand.0, skeleton_attr.hand.1 + slowa * 0.15, skeleton_attr.hand.2 + slow * 0.7 + stop * -2.0, ); next.l_hand.ori = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1); next.l_hand.scale = Vec3::one() + slow_abs * -0.05; next.r_hand.offset = Vec3::new( skeleton_attr.hand.0, skeleton_attr.hand.1 + slowa * 0.15, skeleton_attr.hand.2 + slow * 0.7 + stop * -2.0, ); next.r_hand.ori = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1); next.r_hand.scale = Vec3::one() + slow_abs * -0.05; next.l_foot.offset = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2, ); next.l_foot.ori = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1); 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.ori = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1); next.r_foot.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15; next.r_shoulder.offset = Vec3::new( skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15; next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new(-7.0, -5.0, 15.0); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.scale = Vec3::one() + slow_abs * -0.05; next.second.offset = Vec3::new(0.0, 0.0, 0.0); next.second.ori = Quaternion::rotation_y(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.scale = Vec3::one() * 0.65; next.torso.offset = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.scale = Vec3::one(); next.l_control.scale = Vec3::one(); next.r_control.scale = Vec3::one(); next } }