mirror of
https://gitlab.com/veloren/veloren.git
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9c15fa08a8
Former-commit-id: 3abad8762a7a2daaf96c955cf89bcf5713ae7318
110 lines
4.0 KiB
Rust
110 lines
4.0 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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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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let wave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 12.0).cos();
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let wave_slow = (time as f32 * 6.0 + PI).sin();
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let wavecos_slow = (time as f32 * 6.0 + PI).cos();
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let waveultra_slow = (time as f32 * 1.0 + PI).sin();
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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<<<<<<< HEAD
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next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4);
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=======
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next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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>>>>>>> run animation incremental tweaks
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next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + waveultra_slow * 0.4);
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next.chest.ori = Quaternion::rotation_y(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + waveultra_slow * 0.4);
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next.belt.ori = Quaternion::rotation_y(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + waveultra_slow * 0.4);
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next.shorts.ori = Quaternion::rotation_y(0.0);
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next.shorts.scale = Vec3::one();
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<<<<<<< HEAD
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1);
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1);
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=======
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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>>>>>>> run animation incremental tweaks
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next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0);
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next.l_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0);
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next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
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next.r_foot.scale = Vec3::one();
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<<<<<<< HEAD
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next.weapon.offset = Vec3::new(-4.5, 14.0, 13.0);
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next.weapon.ori = Quaternion::rotation_x(2.5);
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next.weapon.scale = Vec3::one();
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=======
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next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.scale = Vec3::one();
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>>>>>>> run animation incremental tweaks
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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next.torso.ori = Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0);
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0);
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one() / SCALE;
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next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one() / SCALE;
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next
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}
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}
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