use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use common::comp::item::ToolKind; use std::f32::consts::PI; use vek::*; pub struct Input { pub attack: bool, } pub struct AttackAnimation; impl Animation for AttackAnimation { type Skeleton = CharacterSkeleton; type Dependency = (Option, f64); 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 wave_quicken = 1.0 - (anim_time as f32 * 16.0).cos(); let wave_quicken_slow = 1.0 - (anim_time as f32 * 12.0).cos(); let wave_quicken_double = 1.0 - (anim_time as f32 * 24.0).cos(); let wave_stop_quick = (anim_time as f32 * 16.0).min(PI / 2.0).sin(); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 21.0, ); next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1) * Quaternion::rotation_y(wave_stop_quick * 0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.ori = Quaternion::rotation_x(0.0); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 5.0); next.belt.ori = Quaternion::rotation_x(0.0); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -8.0 + wave_quicken_slow * 10.0, 8.0 + wave_quicken_double * 3.0, 0.0, ); next.l_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4); next.l_hand.scale = Vec3::one() * 1.01; next.r_hand.offset = Vec3::new( -8.0 + wave_quicken_slow * 10.0, 8.0 + wave_quicken_double * 3.0, -2.0, ); next.r_hand.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4); next.r_hand.scale = Vec3::one() * 1.01; //next.l_foot.offset = Vec3::new( // -3.4, // -0.1 + wave_stop_quick * 2.0, // 8.0 + wave_stop_quick * -4.0, //); //next.l_foot.ori = Quaternion::rotation_x(wave_stop_quick * -1.2); //next.l_foot.scale = Vec3::one(); //next.r_foot.offset = Vec3::new( // 3.4, // -0.1 - wave_stop_quick * -2.0, // 8.0 + wave_stop_quick * -2.0, //); //next.r_foot.ori = Quaternion::rotation_x(wave_stop_quick * 1.2); //next.r_foot.scale = Vec3::one(); next.main.offset = Vec3::new( -8.0 + wave_quicken_slow * 10.0 + skeleton_attr.weapon_x, 8.0 + wave_quicken_double * 3.0, 0.0, ); next.main.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4); next.main.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.1; 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.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, -0.2, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2) * Quaternion::rotation_y(wave_stop_quick * 0.2); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }