// Standard use std::f32::consts::PI; // Library use vek::*; // Local use super::{ CharacterSkeleton, super::Animation, SCALE, }; pub struct IdleAnimation; //TODO: Make it actually good, possibly add the head rotating slightly, add breathing, etc. impl Animation for IdleAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, time: f64, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.head.offset = Vec3::unit_z() * 13.0 / SCALE; next.head.ori = Quaternion::rotation_z(0.0); next.chest.offset = Vec3::unit_z() * 9.0 / SCALE; next.chest.ori = Quaternion::rotation_z(0.0); next.belt.offset = Vec3::unit_z() * 7.0 / SCALE; next.belt.ori = Quaternion::rotation_z(0.0); next.shorts.offset = Vec3::unit_z() * 4.0 / SCALE; next.shorts.ori = Quaternion::rotation_z(0.0); next.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / SCALE; next.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / SCALE; next.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / SCALE; next.l_foot.ori = Quaternion::rotation_x(0.0); next.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / SCALE; next.r_foot.ori = Quaternion::rotation_x(0.0); next.back.offset = Vec3::new(-9.0, 5.0, 18.0); next.back.ori = Quaternion::rotation_y(2.5); next.back.scale = Vec3::one(); next } }