use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct AlphaAnimation; impl Animation for AlphaAnimation { type Dependency = (f32, f64); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_alpha\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_alpha")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_velocity, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let lab = 1.0; let slower = (((1.0) / (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()).powi(2))) .sqrt()) * ((anim_time as f32 * lab as f32 * 8.0 - 0.5 * PI).sin()) + 1.0; let twist = (anim_time as f32 * lab as f32 * 4.0).sin() + 0.5; let random = ((((2.0 * (((global_time as f32 - anim_time as f32) * 10.0) - (((global_time as f32 - anim_time as f32) * 10.0).round()))) .abs()) * 10.0) .round()) / 10.0; let switch = if random > 0.5 { 1.0 } else { -1.0 }; if switch > 0.0 { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = Quaternion::rotation_x(-0.2); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0; next.upper_torso.orientation = Quaternion::rotation_z(twist * 1.1); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1); next.lower_torso.orientation = Quaternion::rotation_z(twist * -1.1) * Quaternion::rotation_x(0.0); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_x(slower * 0.4); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); 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(slower * 0.35); } else { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0; next.upper_torso.orientation = Quaternion::rotation_z(twist * -1.1); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1); next.lower_torso.orientation = Quaternion::rotation_z(twist * 1.1); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_x(slower * 0.4); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_z(0.0); 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(slower * 0.35); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); }; next.torso.position = Vec3::new(0.0, 0.0, 0.0); next.torso.orientation = Quaternion::rotation_z(0.0); next } }