use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::f32::consts::PI; use vek::*; pub struct JumpAnimation; impl Animation for JumpAnimation { 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 = (anim_time as f32 * 14.0).sin(); let wave_slow = (anim_time as f32 * 7.0).sin(); let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin(); let wave_stop_alt = (anim_time as f32 * 5.0).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(); next.l_hand.offset = Vec3::new( -8.0, 0.0 + wave_stop * 3.8, 0.0 + wave_stop * 3.2 - wave * 0.4, ); next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 8.0, 0.0 + wave_stop * -3.8, 0.0 + wave_stop * 3.2 - wave * 0.4, ); next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6); next.r_hand.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.weapon.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 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, 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 } }