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

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// Library
use vek::*;
// Local
use super::{
CharacterSkeleton,
super::Animation,
};
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &mut Self::Skeleton,
time: f64,
) {
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let wave = (time as f32 * 12.0).sin();
let wave_fast = (time as f32 * 6.0).sin();
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skeleton.head.offset = Vec3::unit_z() * 13.0;
skeleton.head.ori = Quaternion::rotation_z(wave * 0.3);
skeleton.chest.offset = Vec3::unit_z() * 9.0;
skeleton.chest.ori = Quaternion::rotation_z(wave * 0.3);
skeleton.belt.offset = Vec3::unit_z() * 7.0;
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skeleton.belt.ori = Quaternion::rotation_z(wave * 0.2);
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skeleton.shorts.offset = Vec3::unit_z() * 4.0;
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skeleton.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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skeleton.l_hand.offset = Vec3::new(-7.5, wave * 5.0, 9.0);
skeleton.r_hand.offset = Vec3::new(7.5, -wave * 5.0, 9.0);
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skeleton.l_foot.offset = Vec3::new(-3.5, 2.0 - wave * 8.0, 3.5 - (wave_fast.abs() - 0.5).abs() * 4.0);
skeleton.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
skeleton.r_foot.offset = Vec3::new(3.5, 2.0 + wave * 8.0, 3.5 - (wave_fast.abs() - 0.5).abs() * 4.0);
skeleton.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
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skeleton.back.offset = Vec3::new(-8.0, 5.0, 16.0);
skeleton.back.ori = Quaternion::rotation_y(2.5);
}
}