mirror of
https://gitlab.com/veloren/veloren.git
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6fd783e6eb
Former-commit-id: 38d2da587d647b7f0c08994bc9fe41cc2d7ab675
83 lines
2.9 KiB
Rust
83 lines
2.9 KiB
Rust
// Standard
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use std::f32::consts::PI;
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// Library
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use vek::*;
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// Local
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use super::{
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CharacterSkeleton,
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super::Animation,
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SCALE
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};
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pub struct RunAnimation;
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impl Animation for RunAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (time as f32 * 14.0).sin();
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let fuzzwave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 14.0).cos();
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let wave_slow = (time as f32 * 8.0 + PI).sin();
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let waveultra_slow = (time as f32 * 0.5 + PI).sin();
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let wavecos_slow = (time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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<<<<<<< HEAD
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next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *0.4)/ SCALE;
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next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.3) / SCALE;
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.3)/ SCALE;
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next.belt.ori = Quaternion::rotation_z(wave * 0.2);
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next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.3) / SCALE;
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next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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=======
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next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ 11.0;
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//next.head.ori = Quaternion::rotation_z();
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next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / 11.0;
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next.chest.ori = Quaternion::rotation_z(wave * 0.3);
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next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.8)/ 11.0;
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next.belt.ori = Quaternion::rotation_z(wave * 0.3);
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next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.8) / 11.0;
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next.shorts.ori = Quaternion::rotation_z(wave * 0.2);
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>>>>>>> animation minor fixes
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next.l_hand.offset = Vec3::new(0.0 - wavecos * 1.0, 7.5, 11.0 - wave * 1.0) / SCALE;
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next.l_hand.ori = Quaternion::rotation_y(wave * -1.8);
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next.r_hand.offset = Vec3::new(0.0 + wavecos * 1.0, -7.5, 11.0 + wave * 1.0) / SCALE;
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next.r_hand.ori = Quaternion::rotation_y(wave * 1.8);
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<<<<<<< HEAD
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next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.5) / SCALE;
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next.l_foot.ori = Quaternion::rotation_y(wave * -1.0);
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next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.5) / SCALE;
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=======
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next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.9) / 11.0;
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next.l_foot.ori = Quaternion::rotation_y(wave * -1.0);
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next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.9) / 11.0;
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>>>>>>> animation minor fixes
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next.r_foot.ori = Quaternion::rotation_y(wave * 1.0);
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next.back.offset = Vec3::new(-6.0, 16.0, 15.0);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.scale = Vec3::one();
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next
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}
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}
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