2019-04-24 00:17:50 +00:00
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// Standard
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use std::f32::consts::PI;
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2019-01-14 14:40:22 +00:00
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2019-04-24 00:17:50 +00:00
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// Library
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use vek::*;
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2019-01-14 14:40:22 +00:00
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// Local
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use super::{
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2019-04-24 00:17:50 +00:00
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CharacterSkeleton,
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super::Animation,
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SCALE
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2019-01-14 14:40:22 +00:00
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};
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2019-04-24 00:17:50 +00:00
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pub struct RunAnimation;
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2019-01-14 14:40:22 +00:00
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2019-04-24 00:17:50 +00:00
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impl Animation for RunAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (time as f32 * 14.0).sin();
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let wavetest = (wave.cbrt());
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let fuzzwave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 14.0).cos();
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let wave_slow = (time as f32 * 7.0 + PI).sin();
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let wavecos_slow = (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(6.0, 0.0, 12.0 + wavecos * 1.3);
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next.head.ori = Quaternion::rotation_y(-0.15);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.1);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5);
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next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5);
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next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0);
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next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0);
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next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, 14.0, 13.0);
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next.weapon.ori = Quaternion::rotation_x(2.5);
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next.weapon.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1);
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next.torso.scale = Vec3::one() / 11.0;
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next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one();
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2019-01-14 14:40:22 +00:00
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2019-04-16 18:15:49 +00:00
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2019-04-24 00:17:50 +00:00
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next
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2019-04-21 17:35:43 +00:00
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2019-04-16 18:15:49 +00:00
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}
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2019-01-14 14:40:22 +00:00
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}
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