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

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use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr};
//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();
next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() / 11.0;
next.upper_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 11.0;
next.lower_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one();
next.shoulder_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_l.scale = Vec3::one();
next.shoulder_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_r.scale = Vec3::one();
next.hand_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_l.scale = Vec3::one();
next.hand_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_r.scale = Vec3::one();
next.leg_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_l.scale = Vec3::one() / 11.0;
next.leg_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.leg_r.scale = Vec3::one() / 10.88;
next.foot_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_l.scale = Vec3::one();
next.foot_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_r.scale = Vec3::one();
next
}
}