use super::{ super::{Animation, SkeletonAttr}, QuadrupedSkeleton, }; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = QuadrupedSkeleton; 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_quick = (anim_time as f32 * 20.0).sin(); let wave_quick_cos = (anim_time as f32 * 20.0).cos(); let wave_cos = (anim_time as f32 * 14.0).cos(); next.pig_head.offset = Vec3::new(0.0, 0.0, -1.5 + wave * 1.5) / 11.0; next.pig_head.ori = Quaternion::rotation_x(0.2 + wave * 0.05) * Quaternion::rotation_y(wave_cos * 0.03); next.pig_head.scale = Vec3::one() / 10.5; next.pig_chest.offset = Vec3::new(0.0, -9.0, 1.5 + wave_cos * 1.2) / 11.0; next.pig_chest.ori = Quaternion::rotation_x(wave * 0.1); next.pig_chest.scale = Vec3::one() / 11.0; next.pig_leg_lf.offset = Vec3::new(-4.5, 2.0 + wave_quick * 0.8, 2.5 + wave_quick_cos * 1.5) / 11.0; next.pig_leg_lf.ori = Quaternion::rotation_x(wave_quick * 0.3); next.pig_leg_lf.scale = Vec3::one() / 11.0; next.pig_leg_rf.offset = Vec3::new(2.5, 2.0 - wave_quick_cos * 0.8, 2.5 + wave_quick * 1.5) / 11.0; next.pig_leg_rf.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); next.pig_leg_rf.scale = Vec3::one() / 11.0; next.pig_leg_lb.offset = Vec3::new(-4.5, -3.0 - wave_quick_cos * 0.8, 2.5 + wave_quick * 1.5) / 11.0; next.pig_leg_lb.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); next.pig_leg_lb.scale = Vec3::one() / 11.0; next.pig_leg_rb.offset = Vec3::new(2.5, -3.0 + wave_quick * 0.8, 2.5 + wave_quick_cos * 1.5) / 11.0; next.pig_leg_rb.ori = Quaternion::rotation_x(wave_quick * 0.3); next.pig_leg_rb.scale = Vec3::one() / 11.0; next } }