veloren/voxygen/src/anim/character/idle.rs

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// Standard
use std::f32::consts::PI;
// Library
use vek::*;
// Local
use super::{super::Animation, CharacterSkeleton, SCALE};
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(skeleton: &Self::Skeleton, global_time: f64, anim_time: f64) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 12.0).cos();
let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
let wavecos_slow = (anim_time as f32 * 6.0 + PI).cos();
let waveultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let waveultracos_slow = (anim_time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::new(5.5, 2.0, 11.5 + waveultra_slow * 0.4);
next.head.ori = Quaternion::rotation_x(waveultra_slow * 0.05);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.5 + waveultra_slow * 0.4);
next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.5 + waveultra_slow * 0.4);
next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.5 + waveultra_slow * 0.4);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-7.5, -2.0 + waveultracos_slow * 0.3,
12.0 + waveultra_slow * 1.1,
);
next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5, -2.0 + waveultracos_slow * 0.3,
12.0 + waveultra_slow * 1.1,
);
next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 0.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(-0.04 - waveultra_slow * 0.04);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 0.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(-0.04 - waveultra_slow * 0.04);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.5);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, 0.0, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next
}
}