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 Skeleton = CharacterSkeleton;
type Dependency = f64;
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();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_ultra_slow_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
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/*let head_look = Vec2::new(
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
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);*/
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,
skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.1,
);
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/*next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());*/
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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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() + wave_ultra_slow_abs * 0.05;
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.1);
next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05;
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + 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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-6.0,
-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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6.0,
-0.25 + wave_ultra_slow_cos * 0.15,
5.0 + wave_ultra_slow * 0.5 + wave_ultra_slow_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() + wave_ultra_slow_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();
next.main.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() + wave_ultra_slow_abs * -0.05;
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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() + wave_ultra_slow_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() + wave_ultra_slow_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;
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;
next
}
}