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

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// Standard
use std::f32::consts::PI;
// Library
use vek::*;
// Local
use super::{
CharacterSkeleton,
super::Animation,
SCALE,
};
pub struct IdleAnimation;
//TODO: Make it actually good, possibly add the head rotating slightly, add breathing, etc.
impl Animation for IdleAnimation {
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 * 12.0).sin();
let wavecos = (time as f32 * 12.0).cos();
let wave_slow = (time as f32 * 6.0 + PI).sin();
let wavecos_slow = (time as f32 * 6.0 + PI).cos();
let waveultra_slow = (time as f32 * 1.0 + PI).sin();
let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
next.head.scale = Vec3::one() / SCALE;
next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + waveultra_slow * 0.4) / SCALE;
next.chest.ori = Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one() / SCALE;
next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + waveultra_slow * 0.4) / SCALE;
next.belt.ori = Quaternion::rotation_y(0.0);
next.belt.scale = Vec3::one() / SCALE;
next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + waveultra_slow * 0.4) / SCALE;
next.shorts.ori = Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one() / SCALE;
next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0) / SCALE;
next.l_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0) / SCALE;
next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
next.back.ori = Quaternion::rotation_x(2.5);
next.back.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
next.torso.ori = Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one() / SCALE;
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one() / SCALE;
next
}
}