use super::{super::Animation, SkeletonAttr, TheropodSkeleton}; //use std::{f32::consts::PI, ops::Mul}; use super::super::vek::*; use std::ops::Mul; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = f32; type Skeleton = TheropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"theropod_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_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 breathe = (anim_time * 0.8).sin(); let head_look = Vec2::new( (global_time / 2.0 + anim_time / 8.0) .floor() .mul(7331.0) .sin() * 0.5, (global_time / 2.0 + anim_time / 8.0) .floor() .mul(1337.0) .sin() * 0.25, ); next.head.scale = Vec3::one() * 1.02; next.neck.scale = Vec3::one() * 0.98; next.jaw.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 0.96; next.foot_r.scale = Vec3::one() * 0.96; next.leg_l.scale = Vec3::one() * 1.02; next.leg_r.scale = Vec3::one() * 1.02; next.hand_l.scale = Vec3::one() * 0.98; next.hand_r.scale = Vec3::one() * 0.98; next.tail_front.scale = Vec3::one() * 1.02; next.tail_back.scale = Vec3::one() * 0.98; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3); next.head.orientation = Quaternion::rotation_x(head_look.y + breathe * 0.1 - 0.1) * Quaternion::rotation_z(head_look.x); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(breathe * 0.05 - 0.05); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + breathe * 0.2); next.neck.orientation = Quaternion::rotation_x(-0.1); next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3); next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04); next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1); next.chest_back.orientation = Quaternion::rotation_x(breathe * -0.04); 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(0.1); next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1); next.tail_back.orientation = Quaternion::rotation_x(0.1); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(breathe * 0.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(breathe * 0.2); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05); next.leg_l.orientation = Quaternion::rotation_z(0.0); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05); next.leg_r.orientation = Quaternion::rotation_z(0.0); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15); next.foot_l.orientation = Quaternion::rotation_z(0.0); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15); next.foot_r.orientation = Quaternion::rotation_z(0.0); next } }