use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use vek::*; pub struct Input { pub attack: bool, } pub struct DashAnimation; impl Animation for DashAnimation { 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 { *rate = 1.0; let mut next = (*skeleton).clone(); let lab = 1.0; let foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 25.0).sin()); let slow = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 12.4).sin()); match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { next.head.offset = Vec3::new( 0.0, -2.0 + skeleton_attr.head.0, -2.0 + skeleton_attr.head.1, ); next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0); next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7); next.belt.offset = Vec3::new(0.0, 1.0, -1.0); next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2); next.shorts.offset = Vec3::new(0.0, 3.0, -3.0); next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3); next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.04; next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.ori = Quaternion::rotation_x(-0.3); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0); next.control.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2); next.control.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0); next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8); next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0); next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8); }, _ => {}, } next.lantern.offset = Vec3::new( skeleton_attr.lantern.0, skeleton_attr.lantern.1, skeleton_attr.lantern.2, ); next.lantern.ori = Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.l_control.scale = Vec3::one(); next.r_control.scale = Vec3::one(); next } }