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

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use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use std::f32::consts::PI;
use std::ops::Mul;
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use vek::*;
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,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * velocity * 1.2).sin();
let wave_cos = (anim_time as f32 * velocity * 1.2).cos();
let wave_diff = (anim_time as f32 * velocity * 0.6).sin();
let wave_cos_dub = (anim_time as f32 * velocity * 2.4).cos();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(
0.0,
-1.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 15.0 + wave_cos * 1.3,
);
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
* Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-7.5 + wave_cos_dub * 1.0,
2.0 + wave_cos * 5.0,
0.0 - wave * 1.5,
);
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5 - wave_cos_dub * 1.0,
2.0 - wave_cos * 5.0,
0.0 + wave * 1.5,
);
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8);
next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.weapon.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
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}
}