use super::{ super::{vek::*, Animation}, BipedLargeSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; use std::{f32::consts::PI, ops::Mul}; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = (Option, Option, f32); type Skeleton = BipedLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_large_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_idle")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let lab: f32 = 1.0; let torso = (anim_time * lab + 1.5 * PI).sin() * 1.5; let slower = (anim_time * 2.0 + PI).sin() * 1.5; let slow = (anim_time * 7.0 + PI).sin() * 1.5; let look = Vec2::new( (global_time / 2.0 + anim_time / 8.0) .floor() .mul(7331.0) .sin() * 0.5, (global_time / 2.0 + anim_time / 8.0) .floor() .mul(1337.0) .sin() * 0.25, ); let breathe = if s_a.beast { // Controls for the beast breathing let intensity = 0.04; let lenght = 1.5; let chop = 0.2; let chop_freq = 60.0; intensity * (lenght * anim_time).sin() + 0.05 * chop * (anim_time * chop_freq).sin() * (anim_time * lenght).cos() } else { 0.0 }; next.jaw.scale = Vec3::one() * 1.02; next.shoulder_l.scale = Vec3::one() * 1.1; next.shoulder_r.scale = Vec3::one() * 1.1; next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.scale = Vec3::one() * 1.04; next.lower_torso.scale = Vec3::one() * 1.02; next.hold.scale = Vec3::one() * 0.0; next.torso.scale = Vec3::one() / 8.0 * s_a.scaler; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2); next.head.orientation = Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6 + breathe); next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * -0.5); next.upper_torso.orientation = Quaternion::rotation_x(-breathe); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.5); next.lower_torso.orientation = Quaternion::rotation_x(breathe); if s_a.beast { next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); } else { next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2); } next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 2.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_z(0.0 + slow * 0.2) * Quaternion::rotation_x(0.0); match active_tool_kind { Some(ToolKind::Bow) => { next.main.position = Vec3::new(-2.0, -5.0, -6.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.main.position = Vec3::new(-6.0, -5.0, -12.0); next.main.orientation = Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57); }, Some(ToolKind::Sword) => { next.main.position = Vec3::new(-10.0, -8.0, 12.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); }, Some(ToolKind::Hammer) | Some(ToolKind::Axe) => { next.main.position = Vec3::new(-6.0, -8.0, 8.0); next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.second.position = Vec3::new(6.0, -8.0, 8.0); next.second.orientation = Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57); }, _ => { next.main.position = Vec3::new(-2.0, -5.0, -6.0); next.main.orientation = Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57); }, } 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(breathe); 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(breathe); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0 * s_a.scaler; if s_a.float { next.upper_torso.position = Vec3::new( 0.0, s_a.upper_torso.0, s_a.upper_torso.1 + slower * 1.0 + 4.0, ); next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1); next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1); } next } }