use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use std::{f32::consts::PI, ops::Mul};
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency<'a> = f32;
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
global_time: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let lab: f32 = 1.0;
let breathe = (anim_time * lab + 1.5 * PI).sin();
let look = Vec2::new(
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.head.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 1.02;
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.scale = Vec3::one() * 1.04;
next.leg_l.scale = Vec3::one() * 1.02;
next.leg_r.scale = Vec3::one() * 1.02;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
next.head.orientation =
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
next.jaw.position =
Vec3::new(0.0, s_a.jaw.0 - breathe * 0.12, s_a.jaw.1 + breathe * 0.2) * 1.02;
next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 0.1);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * -0.2);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(-0.2);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.2);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
next.hand_l.orientation = Quaternion::rotation_x(0.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
next.hand_r.orientation = Quaternion::rotation_x(0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}