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

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use super::{super::Animation, BipedLargeSkeleton, SkeletonAttr};
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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,
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global_time: Self::Dependency,
anim_time: f64,
_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let lab = 1.0;
let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
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let 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,
skeleton_attr.head.0,
skeleton_attr.head.1 + torso * 0.6,
) / 8.0;
next.head.ori = Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
next.head.scale = Vec3::one() / 8.0;
next.upper_torso.offset = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + torso * 0.5,
) / 8.0;
next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.upper_torso.scale = Vec3::one() / 8.0;
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next.lower_torso.offset = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1 + torso * 0.35,
);
next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.lower_torso.scale = Vec3::one() * 1.02;
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next.shoulder_l.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_l.scale = Vec3::one();
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next.shoulder_r.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.shoulder_r.scale = Vec3::one();
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next.hand_l.offset = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + torso * 0.6,
);
next.hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_l.scale = Vec3::one();
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next.hand_r.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + torso * 0.6,
);
next.hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.hand_r.scale = Vec3::one();
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next.leg_l.offset = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2 + torso * 0.2,
) / 8.0;
next.leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_l.scale = Vec3::one() / 8.0;
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next.leg_r.offset = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2 + torso * 0.2,
) / 8.0;
next.leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.leg_r.scale = Vec3::one() / 8.0;
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next.foot_l.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
next.foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_l.scale = Vec3::one() / 8.0;
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next.foot_r.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
) / 8.0;
next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.foot_r.scale = Vec3::one() / 8.0;
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one();
next
}
}