veloren/voxygen/src/anim/character/run.rs

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// Standard
use std::f32::consts::PI;
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// Library
use vek::*;
// Local
use super::{
CharacterSkeleton,
super::Animation,
};
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
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time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let wave = (time as f32 * 12.0).sin();
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let wave_slow = (time as f32 * 6.0 + PI).sin();
let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.head.offset = Vec3::unit_z() * 13.0 / 11.0;
next.head.ori = Quaternion::rotation_z(wave * 0.3);
next.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
next.chest.ori = Quaternion::rotation_z(wave * 0.3);
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next.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
next.belt.ori = Quaternion::rotation_z(wave * 0.2);
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next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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next.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
next.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
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next.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
next.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
next.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
next.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
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next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
next.back.ori = Quaternion::rotation_y(2.5);
next.back.scale = Vec3::one();
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next
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}
}