// Standard use std::f32::consts::PI; // Library use vek::*; // Local use super::{super::Animation, CharacterSkeleton, SCALE}; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton(skeleton: &Self::Skeleton, global_time: f64, anim_time: f64) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 14.0).sin(); let wavetest = (wave.cbrt()); let fuzzwave = (anim_time as f32 * 12.0).sin(); let wavecos = (anim_time as f32 * 14.0).cos(); let wave_slow = (anim_time as f32 * 7.0 + PI).sin(); let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos(); let wave_dip = (wave_slow.abs() - 0.5).abs(); next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3); next.head.ori = Quaternion::rotation_y(-0.15); next.head.scale = Vec3::one(); next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1); next.chest.ori = Quaternion::rotation_z(wave * 0.1); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1); next.belt.ori = Quaternion::rotation_z(wave * 0.25); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5); next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5); next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0); next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0); next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new(-5.0, 14.0, 13.0); next.weapon.ori = Quaternion::rotation_x(2.5); next.weapon.scale = Vec3::one(); next.torso.offset = Vec3::new(-0.5, 0.0, 0.0); next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1); next.torso.scale = Vec3::one() / 11.0; next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0); next.l_shoulder.ori = Quaternion::rotation_y(0.0); next.l_shoulder.scale = Vec3::one(); next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0); next.r_shoulder.ori = Quaternion::rotation_y(0.0); next.r_shoulder.scale = Vec3::one(); next } }