2020-04-23 18:19:41 +01:00

139 lines
5.0 KiB
Rust

use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr};
use std::f32::consts::PI;
use vek::*;
pub struct RunAnimation;
impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = BipedLargeSkeleton;
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 lab = 10.0;
let legl = (anim_time as f32 * lab as f32).sin();
let legr = (anim_time as f32 * lab as f32 + PI).sin();
let belt = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let foothoril = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
let foothorir = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
let footvertl = (anim_time as f32 * lab as f32).sin().max(0.1);
let footvertr = (anim_time as f32 * lab as f32 + PI).sin().max(0.1);
let footrotl = (((5.0)
/ (1.0 + (4.0) * ((anim_time as f32 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0 + (4.0) * ((anim_time as f32 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 + PI * 0.4).sin());
next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.ori = Quaternion::rotation_z(belt * -0.3) * Quaternion::rotation_x(0.3);
next.head.scale = Vec3::one() * 1.02;
next.upper_torso.offset = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + belt * 1.0,
) / 8.0;
next.upper_torso.ori = Quaternion::rotation_z(belt * 0.40) * Quaternion::rotation_x(0.0);
next.upper_torso.scale = Vec3::one() / 8.0;
next.lower_torso.offset = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.ori = Quaternion::rotation_z(belt * -0.55) * Quaternion::rotation_x(0.0);
next.lower_torso.scale = Vec3::one() * 1.02;
next.shoulder_l.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_l.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotl * -0.15);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * -0.15);
next.shoulder_r.scale = Vec3::one();
next.hand_l.offset = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_l.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotl * -0.8);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_r.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.3 + footrotr * -0.8);
next.hand_r.scale = Vec3::one() * 1.02;
next.leg_l.offset = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_l.ori =
Quaternion::rotation_z(belt * -0.8) * Quaternion::rotation_x(foothoril * 0.2);
next.leg_l.scale = Vec3::one() * 1.02;
next.leg_r.offset = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 1.02;
next.leg_r.ori =
Quaternion::rotation_z(belt * -0.8) * Quaternion::rotation_x(foothorir * 0.2);
next.leg_r.scale = Vec3::one() * 1.02;
next.foot_l.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothoril * 8.0 + 3.0,
skeleton_attr.foot.2 + footvertl * 4.0,
) / 8.0;
next.foot_l.ori = Quaternion::rotation_x(footrotl * 0.5);
next.foot_l.scale = Vec3::one() / 8.0 * 0.98;
next.foot_r.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + foothorir * 8.0 + 3.0,
skeleton_attr.foot.2 + footvertr * 4.0,
) / 8.0;
next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 0.5);
next.foot_r.scale = Vec3::one() / 8.0 * 0.98;
next.torso.offset = Vec3::new(0.0, 0.0, belt * 0.15);
next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one();
next
}
}