use super::{ super::{Animation, SkeletonAttr}, QuadrupedMediumSkeleton, }; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = QuadrupedMediumSkeleton; type Dependency = (f32, f64); 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 * 14.0).sin(); let wave_slow = (anim_time as f32 * 3.5 + PI).sin(); let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos(); let wave_quick = (anim_time as f32 * 18.0).sin(); let wave_med = (anim_time as f32 * 12.0).sin(); let wave_med_cos = (anim_time as f32 * 12.0).cos(); let wave_quick_cos = (anim_time as f32 * 18.0).cos(); let wolf_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0) .floor() .mul(7331.0) .sin() * 0.25, ((global_time + anim_time) as f32 / 4.0) .floor() .mul(1337.0) .sin() * 0.125, ); let wolf_tail = Vec2::new( ((global_time + anim_time) as f32 / 2.0) .floor() .mul(7331.0) .sin() * 0.25, ((global_time + anim_time) as f32 / 2.0) .floor() .mul(1337.0) .sin() * 0.125, ); next.wolf_head_upper.offset = Vec3::new(0.0, 9.5 + wave_quick_cos * 2.0, 15.0 + wave_med * 3.0) / 11.0; next.wolf_head_upper.ori = Quaternion::rotation_x(-0.12 + wave_quick_cos * 0.12 + wolf_look.y) * Quaternion::rotation_z(wolf_look.x); next.wolf_head_upper.scale = Vec3::one() / 10.88; next.wolf_jaw.offset = Vec3::new(0.0, 4.5, 2.0 + wave_slow_cos * 1.0); next.wolf_jaw.ori = Quaternion::rotation_x(wave_slow * 0.05); next.wolf_jaw.scale = Vec3::one() * 1.01; next.wolf_head_lower.offset = Vec3::new(0.0, 3.1, -4.5 + wave_med * 1.0); next.wolf_head_lower.ori = Quaternion::rotation_z(0.0); next.wolf_head_lower.scale = Vec3::one() * 0.98; next.wolf_tail.offset = Vec3::new(0.0, -12.0, 10.0) / 11.0; next.wolf_tail.ori = Quaternion::rotation_x(wave_quick * 0.18); next.wolf_tail.scale = Vec3::one() / 11.0; next.wolf_torso_back.offset = Vec3::new(0.0, -9.5 + wave_quick_cos * 2.2, 13.0 + wave_med * 2.8) / 11.0; next.wolf_torso_back.ori = Quaternion::rotation_x(-0.15 + wave_med_cos * 0.14); next.wolf_torso_back.scale = Vec3::one() / 11.0; next.wolf_torso_mid.offset = Vec3::new(0.0, 0.0 + wave_quick_cos * 2.2, 14.0 + wave_med * 3.2) / 11.0; next.wolf_torso_mid.ori = Quaternion::rotation_x(-0.15 + wave_med_cos * 0.12); next.wolf_torso_mid.scale = Vec3::one() / 10.5; next.wolf_ears.offset = Vec3::new(0.0, 0.75 + wave * 0.4, 6.25); next.wolf_ears.ori = Quaternion::rotation_x(wave * 0.2); next.wolf_ears.scale = Vec3::one() * 1.05; next.wolf_foot_lf.offset = Vec3::new(-5.0, 5.0 + wave_quick * 3.0, 7.0 + wave_quick_cos * 4.0) / 11.0; next.wolf_foot_lf.ori = Quaternion::rotation_x(0.0 + wave_quick * 0.8); next.wolf_foot_lf.scale = Vec3::one() / 11.0; next.wolf_foot_rf.offset = Vec3::new(5.0, 5.0 - wave_quick_cos * 3.0, 7.0 + wave_quick * 4.0) / 11.0; next.wolf_foot_rf.ori = Quaternion::rotation_x(0.0 - wave_quick_cos * 0.8); next.wolf_foot_rf.scale = Vec3::one() / 11.0; next.wolf_foot_lb.offset = Vec3::new(-5.0, -10.0 - wave_quick_cos * 3.0, 7.0 + wave_quick * 4.0) / 11.0; next.wolf_foot_lb.ori = Quaternion::rotation_x(0.0 - wave_quick_cos * 0.8); next.wolf_foot_lb.scale = Vec3::one() / 11.0; next.wolf_foot_rb.offset = Vec3::new(5.0, -10.0 + wave_quick * 3.0, 7.0 + wave_quick_cos * 4.0) / 11.0; next.wolf_foot_rb.ori = Quaternion::rotation_x(0.0 + wave_quick * 0.8); next.wolf_foot_rb.scale = Vec3::one() / 11.0; next } }