use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::f32::consts::PI; use vek::*; pub struct RollAnimation; impl Animation for RollAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, _global_time: f64, anim_time: f64, _rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 5.5).sin(); let wave_quick = (anim_time as f32 * 9.5).sin(); let wave_quick_cos = (anim_time as f32 * 9.5).cos(); let wave_slow = (anim_time as f32 * 2.8 + PI).sin(); let wave_dub = (anim_time as f32 * 5.5).sin(); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 15.0 + wave_dub * -8.0, ); next.head.ori = Quaternion::rotation_x(wave_dub * 0.4); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -5.0); next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4); next.chest.scale = Vec3::one() * 1.01; next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_dub * -3.0); next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_dub * -2.0); next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -5.5 + wave * -0.5, -2.0 + wave_quick_cos * -5.5, 1.0 + wave_quick * 0.5, ); next.l_hand.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 5.5 + wave * 0.5, -2.0 + wave_quick_cos * 2.5, 1.0 + wave_quick * 3.0, ); next.r_hand.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.2 + wave_slow * 4.0); next.l_foot.ori = Quaternion::rotation_x(wave * 0.6); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave_dub * -1.0 + wave_slow * 4.0); next.r_foot.ori = Quaternion::rotation_x(wave * -0.4); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 15.0, ); next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57) * Quaternion::rotation_x(0.0); next.weapon.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.draw.offset = Vec3::new(0.0, 5.0, 0.0); next.draw.ori = Quaternion::rotation_y(0.0); next.draw.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }