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

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use super::{super::Animation, QuadrupedMediumSkeleton, SkeletonAttr};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = QuadrupedMediumSkeleton;
type Dependency = (f32, f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
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(_velocity, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
let wave_quick = (anim_time as f32 * 18.0).sin();
let wave_med = (anim_time as f32 * 12.0).sin();
let wave_med_cos = (anim_time as f32 * 12.0).cos();
let wave_quick_cos = (anim_time as f32 * 18.0).cos();
let wolf_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.125,
);
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next.head_upper.offset = Vec3::new(
0.0,
skeleton_attr.head_upper.0 + wave_quick_cos * 2.0,
skeleton_attr.head_upper.1 + wave_med * 3.0,
) / 11.0;
next.head_upper.ori = Quaternion::rotation_x(-0.12 + wave_quick_cos * 0.12 + wolf_look.y)
* Quaternion::rotation_z(wolf_look.x);
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next.head_upper.scale = Vec3::one() / 10.98;
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next.head_lower.offset = Vec3::new(
0.0,
skeleton_attr.head_lower.0,
skeleton_attr.head_lower.1 + wave_med * 1.0,
);
next.head_lower.ori = Quaternion::rotation_z(0.0);
next.head_lower.scale = Vec3::one() * 0.98;
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next.jaw.offset = Vec3::new(
0.0,
skeleton_attr.jaw.0,
skeleton_attr.jaw.1 + wave_slow_cos * 1.0,
);
next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05);
next.jaw.scale = Vec3::one() * 1.01;
next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1) / 11.0;
next.tail.ori = Quaternion::rotation_x(wave_quick * 0.18);
next.tail.scale = Vec3::one() / 11.0;
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next.torso_back.offset = Vec3::new(
0.0,
skeleton_attr.torso_back.0 + wave_quick_cos * 2.2,
skeleton_attr.torso_back.1 + wave_med * 2.8,
) / 11.0;
next.torso_back.ori = Quaternion::rotation_x(-0.05 + wave_med_cos * 0.14);
next.torso_back.scale = Vec3::one() / 11.0;
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next.torso_mid.offset = Vec3::new(
0.0,
skeleton_attr.torso_mid.0 + wave_quick_cos * 2.2,
skeleton_attr.torso_mid.1 + wave_med * 3.2,
) / 11.0;
next.torso_mid.ori = Quaternion::rotation_x(-0.05 + wave_med_cos * 0.12);
next.torso_mid.scale = Vec3::one() / 10.98;
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next.ears.offset = Vec3::new(0.0, skeleton_attr.ears.0 + wave * 0.4, skeleton_attr.ears.1);
next.ears.ori = Quaternion::rotation_x(wave * 0.2);
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next.ears.scale = Vec3::one() * 1.02;
next.foot_lf.offset = Vec3::new(
-skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1 + wave_quick * 3.0,
skeleton_attr.feet_f.2 + wave_quick_cos * 4.0,
) / 11.0;
next.foot_lf.ori = Quaternion::rotation_x(wave_quick * 0.8);
next.foot_lf.scale = Vec3::one() / 11.0;
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next.foot_rf.offset = Vec3::new(
skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1 - wave_quick_cos * 3.0,
skeleton_attr.feet_f.2 + wave_quick * 4.0,
) / 11.0;
next.foot_rf.ori = Quaternion::rotation_x(wave_quick_cos * 0.8);
next.foot_rf.scale = Vec3::one() / 11.0;
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next.foot_lb.offset = Vec3::new(
-skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1 - wave_quick_cos * 3.0,
skeleton_attr.feet_b.2 + wave_quick * 4.0,
) / 11.0;
next.foot_lb.ori = Quaternion::rotation_x(wave_quick_cos * 0.8);
next.foot_lb.scale = Vec3::one() / 11.0;
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next.foot_rb.offset = Vec3::new(
skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1 + wave_quick * 3.0,
skeleton_attr.feet_b.2 + wave_quick_cos * 4.0,
) / 11.0;
next.foot_rb.ori = Quaternion::rotation_x(wave_quick * 0.8);
next.foot_rb.scale = Vec3::one() / 11.0;
next
}
}