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

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use super::{super::Animation, CharacterSkeleton};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct Input {
pub attack: bool,
}
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_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
let head_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.head.offset = Vec3::new(0.0, 2.0, 11.0 + wave_ultra_slow * 0.3);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3);
next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3);
next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-7.5,
0.0 + wave_ultra_slow_cos * 0.15,
7.0 + wave_ultra_slow * 0.5,
);
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
7.5,
0.0 + wave_ultra_slow_cos * 0.15,
7.0 + wave_ultra_slow * 0.5,
);
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next
}
}