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

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use super::{
super::{Animation, SkeletonAttr},
BipedLargeSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Skeleton = BipedLargeSkeleton;
type Dependency = (f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: Self::Dependency,
anim_time: f64,
_rate: &mut f32,
_skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
let duck_m_look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.knight_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_head.scale = Vec3::one() / 10.88;
next.knight_upper_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_upper_torso.scale = Vec3::one() / 10.88;
next.knight_lower_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_lower_torso.scale = Vec3::one() / 10.88;
next.knight_shoulder_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_shoulder_l.scale = Vec3::one() / 10.88;
next.knight_shoulder_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_shoulder_r.scale = Vec3::one() / 10.88;
next.knight_hand_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_hand_l.scale = Vec3::one() / 10.88;
next.knight_hand_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_hand_r.scale = Vec3::one() / 10.88;
next.knight_leg_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_leg_l.scale = Vec3::one() / 10.88;
next.knight_leg_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_leg_r.scale = Vec3::one() / 10.88;
next.knight_foot_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_foot_l.scale = Vec3::one() / 10.88;
next.knight_foot_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.knight_foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.knight_foot_r.scale = Vec3::one() / 10.88;
next
}
}