mirror of
https://gitlab.com/veloren/veloren.git
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2800c9e9f5
Former-commit-id: 4602f3147b434e93256d48938b813325e74ad551
53 lines
1.5 KiB
Rust
53 lines
1.5 KiB
Rust
// Standard
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use std::f32::consts::PI;
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// Library
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use vek::*;
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// Local
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use super::{
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CharacterSkeleton,
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super::Animation,
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SCALE,
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};
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pub struct IdleAnimation;
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//TODO: Make it actually good, possibly add the head rotating slightly, add breathing, etc.
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impl Animation for IdleAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.head.offset = Vec3::unit_z() * 13.0 / SCALE;
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next.head.ori = Quaternion::rotation_z(0.0);
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next.chest.offset = Vec3::unit_z() * 9.0 / SCALE;
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.belt.offset = Vec3::unit_z() * 7.0 / SCALE;
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.shorts.offset = Vec3::unit_z() * 4.0 / SCALE;
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / SCALE;
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next.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / SCALE;
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next.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / SCALE;
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next.l_foot.ori = Quaternion::rotation_x(0.0);
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next.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / SCALE;
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next.r_foot.ori = Quaternion::rotation_x(0.0);
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next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
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next.back.ori = Quaternion::rotation_y(2.5);
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next.back.scale = Vec3::one();
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next
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}
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}
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