// Standard use std::{f32::consts::PI, ops::Mul}; // Library use vek::*; // Local use super::{super::Animation, CharacterSkeleton, SCALE}; pub struct Input { pub attack: bool, } pub struct AttackAnimation; impl Animation for AttackAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, global_time: f64, anim_time: f64, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 4.0).sin(); let wave_quicken = (1.0 - (anim_time as f32 * 8.0).cos()); let wave_quicken_slow = (1.0 - (anim_time as f32 * 6.0).cos()); let wave_quicken_double = (1.0 - (anim_time as f32 * 12.0).cos()); let wave_quick = (anim_time as f32 * 0.5).sin(); let wave_cos = (anim_time as f32 * 12.0).cos(); let wave_slow = (anim_time as f32 * 5.0 + PI).cos(); let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos(); let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin(); let wave_stop_alt = (anim_time as f32 * 28.0).min(PI / 2.0).sin(); let wave_stop_quick = (anim_time as f32 * 8.0).min(PI / 2.0).sin(); let peakwave = 1.0 - (anim_time as f32 * 1.0).cos(); let head_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, 2.0, 11.0); 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(); 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, 4.0 + wave_quicken_double * 3.0, 9.0, ) / 11.0; 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() / 11.0; next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0; next.r_hand.ori = Quaternion::rotation_x(0.0); next.r_hand.scale = Vec3::one() * 0.0; 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.weapon.offset = Vec3::new(-7.0, -2.0, 5.0); next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.scale = Vec3::one() * 0.0; next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.04; 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.left_equip.offset = Vec3::new( -8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0, ) / 11.0; next.left_equip.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.left_equip.scale = Vec3::one() / 11.0; next.right_equip.offset = Vec3::new( -8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0, ) / 11.0; next.right_equip.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.right_equip.scale = Vec3::one() / 11.0; next.torso.offset = Vec3::new(0.0, -0.2, 0.1); 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; next } }