// 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, ) { let wave = (time as f32 * 12.0).sin(); let wave_fast = (time as f32 * 6.0).sin(); let wave_dip = (wave_fast.abs() - 0.5).abs(); 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; skeleton.belt.ori = Quaternion::rotation_z(wave * 0.2); skeleton.shorts.offset = Vec3::unit_z() * 4.0; skeleton.shorts.ori = Quaternion::rotation_z(wave * 0.1); skeleton.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0); skeleton.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0); skeleton.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0); skeleton.l_foot.ori = Quaternion::rotation_x(-wave + 1.0); skeleton.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0); skeleton.r_foot.ori = Quaternion::rotation_x(wave + 1.0); skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0); skeleton.back.ori = Quaternion::rotation_y(2.5); } }