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

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use std::f32::consts::PI;
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency = f64;
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
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_global_time: f64,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 1.0).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin();
let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1 + head_abs * -0.5,
);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale - head_abs * 0.05;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.1);
next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one() + head_abs * 0.05;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1);
next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one() - head_abs * 0.05;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
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-7.0,
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-0.25 + wave_ultra_slow_cos * 0.15,
5.0 + 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(
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7.0,
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-0.25 + wave_ultra_slow_cos * 0.15,
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5.0 + wave_ultra_slow * 0.5 + head_abs * -0.05,
);
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.r_hand.scale = Vec3::one() + head_abs * -0.05;
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();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
18.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() + head_abs * -0.05;
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next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}