use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::f32::consts::PI; use vek::*; pub struct CjumpAnimation; impl Animation for CjumpAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, _global_time: f64, anim_time: f64, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave_slow = (anim_time as f32 * 7.0).sin(); let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin(); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 15.0, ); next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 8.0); next.chest.ori = Quaternion::rotation_z(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 6.0); next.belt.ori = Quaternion::rotation_z(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 3.0); next.shorts.ori = Quaternion::rotation_z(0.0); next.shorts.scale = Vec3::one(); if skeleton_attr.weapon_id == 1.0{ next.l_hand.offset = Vec3::new( -7.0, 3.25, 0.25 + wave_stop * 2.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -7.0, 3.0, -2.0 + wave_stop * 2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, 4.0 + skeleton_attr.weapon_y, 0.0 + wave_stop * 2.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 2.0{ next.l_hand.offset = Vec3::new( -6.0, 3.5, 0.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0, 3.0, -2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 3.0{ next.l_hand.offset = Vec3::new( -7.0, 8.25, 2.0 + wave_stop * 2.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.2) * Quaternion::rotation_z(0.0); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( 7.0, 7.0, -3.0 + wave_stop * 2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.2) * Quaternion::rotation_z(0.0); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( 5.0 + skeleton_attr.weapon_x, 8.75 + skeleton_attr.weapon_y, -2.5 + wave_stop * 2.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.2) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 4.0{ next.l_hand.offset = Vec3::new( -7.0, 7.5, 0.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.7) * Quaternion::rotation_z(1.0); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( 7.0, 6.25, 1.5, ); next.r_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.7) * Quaternion::rotation_z(1.0); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( 5.0 + skeleton_attr.weapon_x, 8.0 + skeleton_attr.weapon_y, 1.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-1.7) * Quaternion::rotation_z(1.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 5.0{ next.l_hand.offset = Vec3::new( -6.0, 3.5, 0.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0, 3.0, -2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 6.0{ next.l_hand.offset = Vec3::new( -6.0, 3.5, 0.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0, 3.0, -2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } else if skeleton_attr.weapon_id == 7.0{ next.l_hand.offset = Vec3::new( -6.0, 3.5, 0.0, ); next.l_hand.ori = Quaternion::rotation_x(-0.3); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -6.0, 3.0, -2.0, ); next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.scale = Vec3::one() * 1.01; next.weapon.offset = Vec3::new( -6.0 + skeleton_attr.weapon_x, 4.5 + skeleton_attr.weapon_y, 0.0, ); next.weapon.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.weapon.scale = Vec3::one(); } next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0); next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0); next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2); next.r_foot.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, 5.0, 0.0); next.draw.ori = Quaternion::rotation_y(0.0); next.draw.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2, 0.0) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(-0.2); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }