use super::{super::Animation, CharacterSkeleton}; use std::f32::consts::PI; use std::ops::Mul; use vek::*; pub struct RunAnimation; impl Animation for RunAnimation { type Skeleton = CharacterSkeleton; type Dependency = (f32, f64); fn update_skeleton( skeleton: &Self::Skeleton, (velocity, global_time): Self::Dependency, anim_time: f64, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let wave = (anim_time as f32 * 14.0).sin(); let wave_cos = (anim_time as f32 * 14.0).cos(); let wave_diff = (anim_time as f32 * 14.0 + PI / 2.0).sin(); let wave_cos_dub = (anim_time as f32 * 28.0).cos(); let wave_stop = (anim_time as f32 * 3.0).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, ); next.head.offset = Vec3::new(0.0, 3.0, 12.0 + 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(); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1); next.chest.ori = Quaternion::rotation_z(wave * 0.1); 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 * 0.25); 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( -8.5 + wave_cos_dub * 0.8, 2.0 + wave_cos * 6.0, 7.0 - wave * 1.0, ); next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.8); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 8.5 - wave_cos_dub * 0.8, 2.0 - wave_cos * 6.0, 7.0 + wave * 1.0, ); 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); next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0); next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5); next.r_foot.scale = Vec3::one(); next.weapon.offset = Vec3::new(-7.0, -5.0, 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(-10.0, -3.2, 2.5); next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5); next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.scale = Vec3::one() * 1.04; 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.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.scale = Vec3::one() * 0.0; next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.right_equip.ori = Quaternion::rotation_x(0.0);; next.right_equip.scale = Vec3::one() * 0.0; next.torso.offset = Vec3::new(0.0, -0.2, 0.4); next.torso.ori = Quaternion::rotation_x(wave_stop * velocity * -0.04 + wave_diff * velocity * -0.005); next.torso.scale = Vec3::one() / 11.0; next } }