veloren/voxygen/src/anim/character/run.rs
jshipsey 6fd783e6eb animation minor fixes
Former-commit-id: 38d2da587d647b7f0c08994bc9fe41cc2d7ab675
2019-04-20 19:20:48 -04:00

83 lines
2.9 KiB
Rust

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