use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::ToolKind; use vek::*; pub struct BetaAnimation; impl Animation for BetaAnimation { type Dependency = (Option, f32, f64); type Skeleton = CharacterSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, (active_tool_kind, _velocity, _global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let lab = 1.0; let fast = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 28.0).sin()); let footquick = (((5.0) / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 14.0).sin()); let foot = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 14.0).sin()); let slow = (((5.0) / (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 14.0).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * lab as f32 * 14.0).sin()); match active_tool_kind { //TODO: Inventory Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => { //INTENTION: SWORD next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 14.0, ); next.head.ori = Quaternion::rotation_z(slow * -0.18) * Quaternion::rotation_x(-0.1 + slow * -0.28) * Quaternion::rotation_y(0.2 + slow * 0.18); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0); next.chest.ori = Quaternion::rotation_z(slow * 0.2) * Quaternion::rotation_x(0.0 + slow * 0.2) * Quaternion::rotation_y(slow * -0.1); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.ori = Quaternion::rotation_z(slow * 0.1) * Quaternion::rotation_x(0.0 + slow * 0.1) * Quaternion::rotation_y(slow * -0.04); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.ori = Quaternion::rotation_z(slow * 0.1) * Quaternion::rotation_x(0.0 + slow * 0.1) * Quaternion::rotation_y(slow * -0.05); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.04; next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.scale = Vec3::one() * 1.05; next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0); next.control.ori = Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(slow * 2.0 + 0.7) * Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6); next.control.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, footquick * -9.5, 8.0); next.l_foot.ori = Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, footquick * 9.5, 8.0); next.r_foot.ori = Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2); next.r_foot.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, _ => {}, } 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(-5.0, 2.5, 5.5); next.lantern.ori = Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); next.lantern.scale = Vec3::one() * 0.65; next.l_control.offset = Vec3::new(0.0, 0.0, 0.0); next.l_control.ori = Quaternion::rotation_x(0.0); next.l_control.scale = Vec3::one(); next.r_control.offset = Vec3::new(0.0, 0.0, 0.0); next.r_control.ori = Quaternion::rotation_x(0.0); next.r_control.scale = Vec3::one(); next } }