use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr}; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = BipedLargeSkeleton; 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 lab = 1.0; let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin(); let 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.head.offset = Vec3::new( 0.0, skeleton_attr.head.0, skeleton_attr.head.1 + torso * 0.6, ) / 8.0; next.head.ori = Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6); next.head.scale = Vec3::one() / 8.0; next.upper_torso.offset = Vec3::new( 0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1 + torso * 0.5, ) / 8.0; next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.upper_torso.scale = Vec3::one() / 8.0; next.lower_torso.offset = Vec3::new( 0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1 + torso * 0.35, ); next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.lower_torso.scale = Vec3::one() * 1.02; next.shoulder_l.offset = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.shoulder_l.scale = Vec3::one(); next.shoulder_r.offset = Vec3::new( skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); next.shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.shoulder_r.scale = Vec3::one(); next.hand_l.offset = Vec3::new( -skeleton_attr.hand.0, skeleton_attr.hand.1, skeleton_attr.hand.2 + torso * 0.6, ); next.hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_l.scale = Vec3::one(); next.hand_r.offset = Vec3::new( skeleton_attr.hand.0, skeleton_attr.hand.1, skeleton_attr.hand.2 + torso * 0.6, ); next.hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_r.scale = Vec3::one(); next.leg_l.offset = Vec3::new( -skeleton_attr.leg.0, skeleton_attr.leg.1, skeleton_attr.leg.2 + torso * 0.2, ) / 8.0; next.leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.leg_l.scale = Vec3::one() / 8.0; next.leg_r.offset = Vec3::new( skeleton_attr.leg.0, skeleton_attr.leg.1, skeleton_attr.leg.2 + torso * 0.2, ) / 8.0; next.leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.leg_r.scale = Vec3::one() / 8.0; next.foot_l.offset = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2, ) / 8.0; next.foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.foot_l.scale = Vec3::one() / 8.0; next.foot_r.offset = Vec3::new( skeleton_attr.foot.0, skeleton_attr.foot.1, skeleton_attr.foot.2, ) / 8.0; next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.foot_r.scale = Vec3::one() / 8.0; next.torso.offset = Vec3::new(0.0, 0.0, 0.0); next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.torso.scale = Vec3::one(); next } }