use super::{super::Animation, QuadrupedMediumSkeleton, SkeletonAttr}; 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, _rate: &mut f32, 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, ); next.head_upper.offset = Vec3::new( 0.0, skeleton_attr.head_upper.0 + wave_quick_cos * 2.0, skeleton_attr.head_upper.1 + wave_med * 3.0, ) / 11.0; next.head_upper.ori = Quaternion::rotation_x(-0.12 + wave_quick_cos * 0.12 + wolf_look.y) * Quaternion::rotation_z(wolf_look.x); next.head_upper.scale = Vec3::one() / 10.98; next.head_lower.offset = Vec3::new( 0.0, skeleton_attr.head_lower.0, skeleton_attr.head_lower.1 + wave_med * 1.0, ); next.head_lower.ori = Quaternion::rotation_z(0.0); next.head_lower.scale = Vec3::one() * 0.98; next.jaw.offset = Vec3::new( 0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1 + wave_slow_cos * 1.0, ); next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05); next.jaw.scale = Vec3::one() * 1.01; next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1) / 11.0; next.tail.ori = Quaternion::rotation_x(wave_quick * 0.18); next.tail.scale = Vec3::one() / 11.0; next.torso_back.offset = Vec3::new( 0.0, skeleton_attr.torso_back.0 + wave_quick_cos * 2.2, skeleton_attr.torso_back.1 + wave_med * 2.8, ) / 11.0; next.torso_back.ori = Quaternion::rotation_x(-0.05 + wave_med_cos * 0.14); next.torso_back.scale = Vec3::one() / 11.0; next.torso_mid.offset = Vec3::new( 0.0, skeleton_attr.torso_mid.0 + wave_quick_cos * 2.2, skeleton_attr.torso_mid.1 + wave_med * 3.2, ) / 11.0; next.torso_mid.ori = Quaternion::rotation_x(-0.05 + wave_med_cos * 0.12); next.torso_mid.scale = Vec3::one() / 10.98; next.ears.offset = Vec3::new(0.0, skeleton_attr.ears.0 + wave * 0.4, skeleton_attr.ears.1); next.ears.ori = Quaternion::rotation_x(wave * 0.2); next.ears.scale = Vec3::one() * 1.02; next.foot_lf.offset = Vec3::new( -skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 + wave_quick * 3.0, skeleton_attr.feet_f.2 + wave_quick_cos * 4.0, ) / 11.0; next.foot_lf.ori = Quaternion::rotation_x(wave_quick * 0.8); next.foot_lf.scale = Vec3::one() / 11.0; next.foot_rf.offset = Vec3::new( skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 - wave_quick_cos * 3.0, skeleton_attr.feet_f.2 + wave_quick * 4.0, ) / 11.0; next.foot_rf.ori = Quaternion::rotation_x(wave_quick_cos * 0.8); next.foot_rf.scale = Vec3::one() / 11.0; next.foot_lb.offset = Vec3::new( -skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 - wave_quick_cos * 3.0, skeleton_attr.feet_b.2 + wave_quick * 4.0, ) / 11.0; next.foot_lb.ori = Quaternion::rotation_x(wave_quick_cos * 0.8); next.foot_lb.scale = Vec3::one() / 11.0; next.foot_rb.offset = Vec3::new( skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 + wave_quick * 3.0, skeleton_attr.feet_b.2 + wave_quick_cos * 4.0, ) / 11.0; next.foot_rb.ori = Quaternion::rotation_x(wave_quick * 0.8); next.foot_rb.scale = Vec3::one() / 11.0; next } }