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 * 12.0).sin();
let wave_cos = (anim_time as f32 * 12.0).cos();
let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
let wave_cos_dub = (anim_time as f32 * 24.0).cos();
let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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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();
next
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}
}