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46 lines
1.5 KiB
Rust
46 lines
1.5 KiB
Rust
use super::{super::Animation, FishMediumSkeleton, SkeletonAttr};
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//use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency = f64;
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type Skeleton = FishMediumSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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_global_time: Self::Dependency,
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_anim_time: f64,
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_rate: &mut f32,
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_skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() / 10.88;
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next.torso.offset = Vec3::new(0.0, 4.5, 2.0);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() * 1.01;
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next.rear.offset = Vec3::new(0.0, 3.1, -4.5);
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next.rear.ori = Quaternion::rotation_z(0.0);
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next.rear.scale = Vec3::one() * 0.98;
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next.tail.offset = Vec3::new(0.0, -13.0, 8.0) / 11.0;
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next.tail.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.tail.scale = Vec3::one() / 11.0;
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next.fin_l.offset = Vec3::new(0.0, -11.7, 11.0) / 11.0;
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next.fin_l.ori = Quaternion::rotation_y(0.0);
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next.fin_l.scale = Vec3::one() / 11.0;
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next.fin_r.offset = Vec3::new(0.0, 0.0, 12.0) / 11.0;
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next.fin_r.ori = Quaternion::rotation_y(0.0);
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next.fin_r.scale = Vec3::one() / 10.5;
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next
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}
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}
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