// Standard use std::f32::consts::PI; // 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: &Self::Skeleton, time: f64, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (time as f32 * 12.0).sin(); let wave_slow = (time as f32 * 6.0 + PI).sin(); let wave_dip = (wave_slow.abs() - 0.5).abs(); next.head.offset = Vec3::unit_z() * 13.0 / 11.0; next.head.ori = Quaternion::rotation_z(wave * 0.3); next.chest.offset = Vec3::unit_z() * 9.0 / 11.0; next.chest.ori = Quaternion::rotation_z(wave * 0.3); next.belt.offset = Vec3::unit_z() * 7.0 / 11.0; next.belt.ori = Quaternion::rotation_z(wave * 0.2); next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0; next.shorts.ori = Quaternion::rotation_z(wave * 0.1); next.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0; next.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0; next.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0; next.l_foot.ori = Quaternion::rotation_x(-wave + 1.0); next.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0; next.r_foot.ori = Quaternion::rotation_x(wave + 1.0); next.back.offset = Vec3::new(-9.0, 5.0, 18.0); next.back.ori = Quaternion::rotation_y(2.5); next.back.scale = Vec3::one(); next } }