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

77 lines
2.7 KiB
Rust
Raw Normal View History

2019-10-23 04:59:05 +00:00
use super::{
super::{Animation, SkeletonAttr},
DragonSkeleton,
};
//use std::{f32::consts::PI, ops::Mul};
2019-10-23 04:59:05 +00:00
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Skeleton = DragonSkeleton;
type Dependency = f64;
2019-10-23 04:59:05 +00:00
fn update_skeleton(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
2019-10-23 04:59:05 +00:00
_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);
next.head.scale = Vec3::one() / 10.88;
next.chest_front.offset = Vec3::new(0.0, 4.5, 2.0);
next.chest_front.ori = Quaternion::rotation_x(0.0);
next.chest_front.scale = Vec3::one() * 1.01;
next.chest_rear.offset = Vec3::new(0.0, 4.5, 2.0);
next.chest_rear.ori = Quaternion::rotation_x(0.0);
next.chest_rear.scale = Vec3::one() * 1.01;
next.tail_front.offset = Vec3::new(0.0, 4.5, 2.0);
next.tail_front.ori = Quaternion::rotation_x(0.0);
next.tail_front.scale = Vec3::one() * 1.01;
next.tail_rear.offset = Vec3::new(0.0, 4.5, 2.0);
next.tail_rear.ori = Quaternion::rotation_x(0.0);
next.tail_rear.scale = Vec3::one() * 1.01;
next.wing_in_l.offset = Vec3::new(0.0, 4.5, 2.0);
next.wing_in_l.ori = Quaternion::rotation_x(0.0);
next.wing_in_l.scale = Vec3::one() * 1.01;
next.wing_in_r.offset = Vec3::new(0.0, 4.5, 2.0);
next.wing_in_r.ori = Quaternion::rotation_x(0.0);
next.wing_in_r.scale = Vec3::one() * 1.01;
next.wing_out_l.offset = Vec3::new(0.0, 4.5, 2.0);
next.wing_out_l.ori = Quaternion::rotation_x(0.0);
next.wing_out_l.scale = Vec3::one() * 1.01;
next.wing_out_r.offset = Vec3::new(0.0, 4.5, 2.0);
next.wing_out_r.ori = Quaternion::rotation_x(0.0);
next.wing_out_r.scale = Vec3::one() * 1.01;
next.foot_fl.offset = Vec3::new(0.0, 4.5, 2.0);
next.foot_fl.ori = Quaternion::rotation_x(0.0);
next.foot_fl.scale = Vec3::one() * 1.01;
next.foot_fr.offset = Vec3::new(0.0, 4.5, 2.0);
next.foot_fr.ori = Quaternion::rotation_x(0.0);
next.foot_fr.scale = Vec3::one() * 1.01;
next.foot_bl.offset = Vec3::new(0.0, 4.5, 2.0);
next.foot_bl.ori = Quaternion::rotation_x(0.0);
next.foot_bl.scale = Vec3::one() * 1.01;
next.foot_br.offset = Vec3::new(0.0, 4.5, 2.0);
next.foot_br.ori = Quaternion::rotation_x(0.0);
next.foot_br.scale = Vec3::one() * 1.01;
2019-10-23 04:59:05 +00:00
next
}
}