use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct Input { pub attack: bool, } pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, global_time: f64, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 12.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 12.0) .floor() .mul(1337.0) .sin() * 0.25, ); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 15.0 + wave_ultra_slow * 0.3, ); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3); next.chest.ori = Quaternion::rotation_x(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3); next.belt.ori = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -7.5, 0.0 + wave_ultra_slow_cos * 0.15, 0.0 + wave_ultra_slow * 0.5, ); next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 7.5, 0.0 + wave_ultra_slow_cos * 0.15, 0.0 + wave_ultra_slow * 0.5, ); next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.ori = Quaternion::identity(); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.ori = Quaternion::identity(); 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(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; 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, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }