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::{super::Animation, CharacterSkeleton, SCALE};
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pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = (f32, f64);
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fn update_skeleton(
skeleton: &Self::Skeleton,
(velocity, global_time): Self::Dependency,
anim_time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos();
let wave_slow = (anim_time as f32 * 7.0 + PI).sin();
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wavecos * 1.3);
next.head.ori = Quaternion::rotation_x(0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wavecos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wavecos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.25);
next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wavecos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-6.0, 0.0 + wavecos * 2.5, 11.0 - wave * 1.5);
next.l_hand.ori = Quaternion::rotation_x(wavecos * 0.9);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(9.0, 0.0 - wavecos * 2.5, 11.0 + wave * 1.5);
next.r_hand.ori = Quaternion::rotation_x(wavecos * -0.9);
next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave * 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave * 1.5);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave * 1.0, 6.0);
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
next.draw.ori = Quaternion::rotation_y(-0.2);
next.draw.scale = Vec3::one();
next
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}
}