// Standard use std::f32::consts::PI; // Library use vek::*; // Local use super::{super::Animation, CharacterSkeleton, SCALE}; pub struct JumpAnimation; impl Animation for JumpAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, global_time: f64, anim_time: f64, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 14.0).sin(); let wave_slow = (anim_time as f32 * 7.0).sin(); let arc_wave = (1.0f32.ln_1p() - 1.5).abs(); let wave_test = (wave.cbrt()); let fuzz_wave = (anim_time as f32 * 12.0).sin(); let wave_cos = (anim_time as f32 * 14.0).cos(); let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin(); let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin(); let wave_slow_test = (anim_time as f32).min(PI / 2.0).sin(); let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos(); next.head.offset = Vec3::new(5.5, 2.0, 12.0); next.head.ori = Quaternion::rotation_x(0.25); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new(5.5, 0.0, 8.0); next.chest.ori = Quaternion::rotation_z(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(5.5, 0.0, 6.0); next.belt.ori = Quaternion::rotation_z(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(5.5, 0.0, 3.0); next.shorts.ori = Quaternion::rotation_z(0.0); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-8.0, 0.0 + wave_stop * 3.2, 7.0 + wave_stop * 3.2 -wave * 0.3) / 11.0; next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6); next.l_hand.scale = Vec3::one() / 11.0; next.r_hand.offset = Vec3::new(8.0, 0.0 + wave_stop * -3.2, 7.0 + wave_stop * 3.2 - wave * 0.3) / 11.0; next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6); next.r_hand.scale = Vec3::one() / 11.0; next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0); next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0); next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0); next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one(); next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one(); next.draw.offset = Vec3::new(13.5, 0.0, 0.0); next.draw.ori = Quaternion::rotation_y(0.0); next.draw.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(-0.5, -0.2, 0.0); next.torso.ori = Quaternion::rotation_x(-0.2); next.torso.scale = Vec3::one() / 11.0; next } }