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

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use super::{super::Animation, QuadrupedSmallSkeleton, SkeletonAttr};
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use std::f32::consts::PI;
use vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = QuadrupedSmallSkeleton;
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();
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let slow = (anim_time as f32 * 14.0).sin();
let fast = (anim_time as f32 * 20.0).sin();
let fast_alt = (anim_time as f32 * 20.0 + PI / 2.0).sin();
let slow_alt = (anim_time as f32 * 14.0 + PI / 2.0).sin();
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next.head.offset =
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Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + slow * 1.5) / 11.0;
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next.head.ori =
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Quaternion::rotation_x(0.2 + slow * 0.05) * Quaternion::rotation_y(slow_alt * 0.03);
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next.head.scale = Vec3::one() / 10.5;
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next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
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skeleton_attr.chest.1 + slow_alt * 1.2,
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) / 11.0;
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next.chest.ori = Quaternion::rotation_x(slow * 0.1);
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next.chest.scale = Vec3::one() / 11.0;
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next.leg_lf.offset = Vec3::new(
-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1 + fast * 0.8,
skeleton_attr.feet_f.2 + fast_alt * 1.5,
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) / 11.0;
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next.leg_lf.ori = Quaternion::rotation_x(fast * 0.3);
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next.leg_lf.scale = Vec3::one() / 11.0;
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next.leg_rf.offset = Vec3::new(
skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1 + fast_alt * -0.8,
skeleton_attr.feet_f.2 + fast * 1.5,
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) / 11.0;
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next.leg_rf.ori = Quaternion::rotation_x(fast_alt * -0.3);
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next.leg_rf.scale = Vec3::one() / 11.0;
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next.leg_lb.offset = Vec3::new(
-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1 + fast_alt * -0.8,
skeleton_attr.feet_b.2 + fast * 1.5,
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) / 11.0;
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next.leg_lb.ori = Quaternion::rotation_x(fast_alt * -0.3);
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next.leg_lb.scale = Vec3::one() / 11.0;
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next.leg_rb.offset = Vec3::new(
skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1 + fast * 0.8,
skeleton_attr.feet_b.2 + fast_alt * 1.5,
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) / 11.0;
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next.leg_rb.ori = Quaternion::rotation_x(fast * 0.3);
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next.leg_rb.scale = Vec3::one() / 11.0;
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next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.ori = Quaternion::rotation_z(0.0);
next.tail.scale = Vec3::one();
next
}
}