use super::{ super::{vek::*, Animation}, QuadrupedLowSkeleton, SkeletonAttr, }; use std::{f32::consts::PI, ops::Mul}; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = f32; type Skeleton = QuadrupedLowSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_low_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_idle")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, global_time: Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slower = (anim_time * 1.25).sin(); let slow = (anim_time * 2.5).sin(); let slowalt = (anim_time * 2.5 + PI / 2.0).sin(); let dragon_look = Vec2::new( (global_time / 2.0 + anim_time / 8.0) .floor() .mul(7331.0) .sin() * 0.2, (global_time / 2.0 + anim_time / 8.0) .floor() .mul(1337.0) .sin() * 0.1, ); next.jaw.scale = Vec3::one() * 0.98; next.chest.scale = Vec3::one() * s_a.scaler / 11.0; next.tail_front.scale = Vec3::one() * 0.98; next.tail_rear.scale = Vec3::one() * 0.98; next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 + slower * 0.2); next.head_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y); next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 + slower * 0.20); next.head_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0; next.chest.orientation = Quaternion::rotation_y(slow * 0.03); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(slowalt * 0.12); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_z(slowalt * 0.12) * Quaternion::rotation_x(-0.12); next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fl.orientation = Quaternion::rotation_y(slow * -0.05); next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fr.orientation = Quaternion::rotation_y(slow * -0.05); next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.foot_bl.orientation = Quaternion::rotation_y(slow * -0.05); next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.foot_br.orientation = Quaternion::rotation_y(slow * -0.05); next } }