// Standard use std::{f32::consts::PI, ops::Mul}; // Library use vek::*; // Local use super::{super::Animation, CharacterSkeleton, SCALE}; pub struct GlidingAnimation; impl Animation for GlidingAnimation { 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 * 14.0).sin(); let wave_slow = (anim_time as f32 * 7.0).sin(); let wave_slow_cos = (anim_time as f32 * 7.0).cos(); let arc_wave = (1.0f32.ln_1p() - 1.5).abs(); let wave_test = (wave.cbrt()); let fuzz_wave = (anim_time as f32 * 12.0).sin(); let wave_cos = (anim_time as f32 * 14.0).cos(); let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin(); let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin(); let wave_very_slow = (anim_time as f32 * 3.0).sin(); let wave_very_slow_alt = (anim_time as f32 * 2.5).sin(); let wave_very_slow_cos = (anim_time as f32 * 3.0).cos(); let wave_slow_test = (anim_time as f32).min(PI / 2.0).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 4.0) .floor() .mul(1337.0) .sin() * 0.25, ); next.head.offset = Vec3::new(0.0, 2.0, 12.0); next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y) * Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new(0.0, 0.0, 8.0); next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 6.0); next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 3.0); next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -10.0, 6.0 - wave_very_slow * 1.50, 15.0 + wave_very_slow * 0.50, ) / 11.0; next.l_hand.ori = Quaternion::rotation_x(0.2 + wave_very_slow_cos * 0.05); next.l_hand.scale = Vec3::one() / 11.0; next.r_hand.offset = Vec3::new( 10.0, 6.0 - wave_very_slow * 1.50, 14.5 + wave_very_slow * 0.50, ) / 11.0; next.r_hand.ori = Quaternion::rotation_x(0.1 + wave_very_slow * 0.05); next.r_hand.scale = Vec3::one() / 11.0; next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0); next.l_foot.ori = Quaternion::rotation_x( wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19, ); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0); next.r_foot.ori = Quaternion::rotation_x( wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13, ); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0); next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.weapon.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.04; next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 18.0); next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15) * Quaternion::rotation_y(wave_very_slow_cos * 0.04); next.draw.scale = Vec3::one(); next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.scale = Vec3::one() * 0.0; next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.right_equip.ori = Quaternion::rotation_x(0.0);; next.right_equip.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2, 0.0); next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10); next.torso.scale = Vec3::one() / 11.0; next } }