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,
};
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: &mut Self::Skeleton,
time: f64,
) {
skeleton.head.offset = Vec3::unit_z() * 13.0 / 11.0;
skeleton.head.ori = Quaternion::rotation_z(0.0);
skeleton.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
skeleton.chest.ori = Quaternion::rotation_z(0.0);
skeleton.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
skeleton.belt.ori = Quaternion::rotation_z(0.0);
skeleton.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
skeleton.shorts.ori = Quaternion::rotation_z(0.0);
skeleton.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / 11.0;
skeleton.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / 11.0;
skeleton.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / 11.0;
skeleton.l_foot.ori = Quaternion::rotation_x(0.0);
skeleton.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / 11.0;
skeleton.r_foot.ori = Quaternion::rotation_x(0.0);
skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
skeleton.back.ori = Quaternion::rotation_y(2.5);
skeleton.back.scale = Vec3::one();
}
}