use super::{super::Animation, QuadrupedSmallSkeleton, SkeletonAttr}; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = QuadrupedSmallSkeleton; 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_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.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + wave * 1.5) / 11.0; next.head.ori = Quaternion::rotation_x(0.2 + wave * 0.05) * Quaternion::rotation_y(wave_cos * 0.03); next.head.scale = Vec3::one() / 10.5; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + wave_cos * 1.2, ) / 11.0; next.chest.ori = Quaternion::rotation_x(wave * 0.1); next.chest.scale = Vec3::one() / 11.0; next.leg_lf.offset = Vec3::new( -skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 + wave_quick * 0.8, skeleton_attr.feet_f.2 + wave_quick_cos * 1.5, ) / 11.0; next.leg_lf.ori = Quaternion::rotation_x(wave_quick * 0.3); next.leg_lf.scale = Vec3::one() / 11.0; next.leg_rf.offset = Vec3::new( skeleton_attr.feet_f.0, skeleton_attr.feet_f.1 - wave_quick_cos * 0.8, skeleton_attr.feet_f.2 + wave_quick * 1.5, ) / 11.0; next.leg_rf.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); next.leg_rf.scale = Vec3::one() / 11.0; next.leg_lb.offset = Vec3::new( -skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 - wave_quick_cos * 0.8, skeleton_attr.feet_b.2 + wave_quick * 1.5, ) / 11.0; next.leg_lb.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); next.leg_lb.scale = Vec3::one() / 11.0; next.leg_rb.offset = Vec3::new( skeleton_attr.feet_b.0, skeleton_attr.feet_b.1 + wave_quick * 0.8, skeleton_attr.feet_b.2 + wave_quick_cos * 1.5, ) / 11.0; next.leg_rb.ori = Quaternion::rotation_x(wave_quick * 0.3); next.leg_rb.scale = Vec3::one() / 11.0; next } }