use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use std::ops::Mul; use vek::*; pub struct StandAnimation; impl Animation for StandAnimation { type Dependency = (Option, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (_active_tool_kind, global_time): Self::Dependency, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time as f32 * 1.0).sin(); let breathe = ((anim_time as f32 * 0.5).sin()).abs(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 12.0) .floor() .mul(7331.0) .sin() * 0.3, ((global_time + anim_time) as f32 / 12.0) .floor() .mul(1337.0) .sin() * 0.15, ); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0 + slow * 0.3, //21 ); 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 + slow * 0.3); next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6); next.chest.scale = Vec3::one() * 1.01; next.belt.offset = Vec3::new(0.0, 0.0, -2.0); //5 next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1); next.belt.scale = Vec3::one() + breathe * 0.05; next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); //2 next.shorts.ori = Quaternion::rotation_x(head_look.x * -0.2); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); next.l_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new(7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); next.r_hand.ori = Quaternion::rotation_x(0.0 + 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.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); next.glider.scale = Vec3::one() * 0.0; next.main.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 15.0, ); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.scale = Vec3::one(); next.second.offset = Vec3::new( 0.0 + skeleton_attr.weapon_x, 0.0 + skeleton_attr.weapon_y, 0.0, ); next.second.ori = Quaternion::rotation_y(0.0); next.second.scale = Vec3::one() * 0.0; next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.1, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.ori = Quaternion::rotation_x(0.0); next.control.scale = Vec3::one(); next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); next.l_control.ori = Quaternion::rotation_x(0.0); next.l_control.scale = Vec3::one(); next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); next.r_control.ori = Quaternion::rotation_x(0.0); next.r_control.scale = Vec3::one(); next } }