use super::{super::Animation, QuadrupedMediumSkeleton, SkeletonAttr}; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency = (f32, f64); type Skeleton = QuadrupedMediumSkeleton; 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 lab = 14; let vertlf = (anim_time as f32 * lab as f32 + PI * 1.8).sin().max(0.15); let vertrfoffset = (anim_time as f32 * lab as f32 + PI * 0.80).sin().max(0.15); let vertlboffset = (anim_time as f32 * lab as f32).sin().max(0.15); let vertrb = (anim_time as f32 * lab as f32 + PI).sin().max(0.15); let horilf = (anim_time as f32 * lab as f32 + PI * 1.2).sin(); let horirfoffset = (anim_time as f32 * lab as f32 + PI * 0.20).sin(); let horilboffset = (anim_time as f32 * lab as f32 + PI * 1.4).sin(); let horirb = (anim_time as f32 * lab as f32 + PI * 0.4).sin(); let vertchest = (anim_time as f32 * lab as f32 + PI * 0.3).sin().max(0.2); let horichest = (anim_time as f32 * lab as f32 + PI * 0.8).sin(); let verthead = (anim_time as f32 * lab as f32 + PI * 0.3).sin(); 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 + horichest * 1.8, skeleton_attr.head_upper.1 + verthead * -1.8, ) / 11.0; next.head_upper.ori = Quaternion::rotation_x(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 + horichest * 0.8, skeleton_attr.head_lower.1 + vertchest * -0.8 + verthead * 1.8, ); 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); next.jaw.ori = Quaternion::rotation_x(0.0); next.jaw.scale = Vec3::one() * 1.02; next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); next.tail.ori = Quaternion::rotation_x(0.0); next.tail.scale = Vec3::one(); next.torso_back.offset = Vec3::new( 0.0, skeleton_attr.torso_back.0 + horichest * 2.9, skeleton_attr.torso_back.1 + vertchest * -3.6 + 1.0, ) / 11.0; next.torso_back.ori = Quaternion::rotation_y(horichest * -0.12); next.torso_back.scale = Vec3::one() / 11.0; next.torso_mid.offset = Vec3::new( 0.0, skeleton_attr.torso_mid.0 + horichest * 2.5, skeleton_attr.torso_mid.1 + vertchest * -3.2 + 1.0, ) / 11.0; next.torso_mid.ori = Quaternion::rotation_y(horichest * -0.09); next.torso_mid.scale = Vec3::one() * 0.98 / 11.0; next.ears.offset = Vec3::new(0.0, skeleton_attr.ears.0, skeleton_attr.ears.1); next.ears.ori = Quaternion::rotation_x(0.0); next.ears.scale = Vec3::one() * 1.02; next.foot_lf.offset = Vec3::new( -skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 + horilf * 2.5, skeleton_attr.feet_f.2 + vertlf * 5.0 * skeleton_attr.height - 0.5, ) / 11.0; next.foot_lf.ori = Quaternion::rotation_x(horilf * 0.4); next.foot_lf.scale = Vec3::one() / 11.0; next.foot_rf.offset = Vec3::new( skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 + horirfoffset * 2.5, skeleton_attr.feet_f.2 + vertrfoffset * 5.0 * skeleton_attr.height - 0.5, ) / 11.0; next.foot_rf.ori = Quaternion::rotation_x(horirfoffset * 0.4); next.foot_rf.scale = Vec3::one() / 11.0; next.foot_lb.offset = Vec3::new( -skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 + horilboffset * 3.0, skeleton_attr.feet_b.2 + vertlboffset * 5.0 * skeleton_attr.height - 0.5, ) / 11.0; next.foot_lb.ori = Quaternion::rotation_x(horilboffset * 0.35); next.foot_lb.scale = Vec3::one() / 11.0; next.foot_rb.offset = Vec3::new( skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 + horirb * 3.0, skeleton_attr.feet_b.2 + vertrb * 5.0 * skeleton_attr.height - 0.5, ) / 11.0; next.foot_rb.ori = Quaternion::rotation_x(horirb * 0.35); next.foot_rb.scale = Vec3::one() / 11.0; next } }