use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::f32::consts::PI; use std::ops::Mul; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = CharacterSkeleton; type Dependency = (Vec3, Vec3, Vec3, f64); fn update_skeleton( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, global_time): Self::Dependency, anim_time: f64, rate: &mut f32, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); *rate = speed; let constant = 1.0; let wave = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.2).sin()); let wave_cos = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).sin()); let wave_cos_dub = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32))) .sqrt()) * ((anim_time as f32 * constant as f32 * 1.5).sin()); let wave_diff = (anim_time as f32 * 0.6).sin(); let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 2.0) .floor() .mul(7331.0) .sin() * 0.2, ((global_time + anim_time) as f32 / 2.0) .floor() .mul(1337.0) .sin() * 0.1, ); let ori = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if Vec2::new(ori, last_ori) .map(|o| Vec2::::from(o).magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.5) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.head.offset = Vec3::new( 0.0, -1.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 15.0 + wave_cos * 1.3, ); next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1); next.chest.ori = Quaternion::rotation_z(wave * 0.2); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1); next.belt.ori = Quaternion::rotation_z(wave * 0.35); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -7.5 + wave_cos_dub * 1.0, 2.0 + wave_cos * 5.0, 0.0 - wave * 1.5, ); next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 7.5 - wave_cos_dub * 1.0, 2.0 - wave_cos * 5.0, 0.0 + wave * 1.5, ); next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.8); next.r_hand.scale = Vec3::one(); next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.2); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.2); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new( -7.0 + skeleton_attr.weapon_x, -5.0 + skeleton_attr.weapon_y, 15.0, ); next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25); next.weapon.scale = Vec3::one(); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15); next.l_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15); next.r_shoulder.scale = Vec3::one() * 1.1; next.draw.offset = Vec3::new(0.0, 5.0, 0.0); next.draw.ori = Quaternion::rotation_y(0.0); next.draw.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler; next.torso.ori = Quaternion::rotation_x(wave_stop * speed * -0.06 + wave_diff * speed * -0.005) * Quaternion::rotation_y(tilt); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } }