use super::{ super::{Animation, SkeletonAttr}, BirdMediumSkeleton, }; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = BirdMediumSkeleton; type Dependency = (f64); fn update_skeleton( skeleton: &Self::Skeleton, global_time: Self::Dependency, 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 wave_slow = (anim_time as f32 * 3.5 + PI).sin(); let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos(); let duck_m_look = Vec2::new( ((global_time + anim_time) as f32 / 8.0) .floor() .mul(7331.0) .sin() * 0.5, ((global_time + anim_time) as f32 / 8.0) .floor() .mul(1337.0) .sin() * 0.25, ); next.duck_m_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.duck_m_head.ori = Quaternion::rotation_z(duck_m_look.x) * Quaternion::rotation_x(duck_m_look.y); next.duck_m_head.scale = Vec3::one() / 10.88; next.duck_m_torso.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0); next.duck_m_torso.ori = Quaternion::rotation_x(0.0); next.duck_m_torso.scale = Vec3::one() * 1.01; next.duck_m_tail.offset = Vec3::new(0.0, 3.1, -4.5); next.duck_m_tail.ori = Quaternion::rotation_z(0.0); next.duck_m_tail.scale = Vec3::one() * 0.98; next.duck_m_wing_l.offset = Vec3::new(0.0, -13.0, 8.0) / 11.0; next.duck_m_wing_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.duck_m_wing_l.scale = Vec3::one() / 11.0; next.duck_m_wing_r.offset = Vec3::new(0.0, -11.7, 11.0) / 11.0; next.duck_m_wing_r.ori = Quaternion::rotation_y(0.0); next.duck_m_wing_r.scale = Vec3::one() / 11.0; next.duck_m_leg_l.offset = Vec3::new(0.0, 0.0, 12.0) / 11.0; next.duck_m_leg_l.ori = Quaternion::rotation_y(0.0); next.duck_m_leg_l.scale = Vec3::one() / 10.5; next.duck_m_leg_r.offset = Vec3::new(0.0, 0.75, 5.25); next.duck_m_leg_r.ori = Quaternion::rotation_x(0.0); next.duck_m_leg_r.scale = Vec3::one() * 1.00; next } }