veloren_voxygen_anim/character/
idle.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{Hands, ToolKind};
6use std::ops::Mul;
7
8pub struct IdleAnimation;
9
10impl Animation for IdleAnimation {
11 type Dependency<'a> = (
12 Option<ToolKind>,
13 Option<ToolKind>,
14 (Option<Hands>, Option<Hands>),
15 f32,
16 );
17 type Skeleton = CharacterSkeleton;
18
19 #[cfg(feature = "use-dyn-lib")]
20 const UPDATE_FN: &'static [u8] = b"character_idle\0";
21
22 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")]
23 fn update_skeleton_inner(
24 skeleton: &Self::Skeleton,
25 (active_tool_kind, second_tool_kind, hands, global_time): Self::Dependency<'_>,
26 anim_time: f32,
27 _rate: &mut f32,
28 s_a: &SkeletonAttr,
29 ) -> Self::Skeleton {
30 let mut next = (*skeleton).clone();
31
32 let slow = (anim_time * 1.0).sin();
33 let head_look = Vec2::new(
34 (global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1,
35 (global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05,
36 );
37 next.head.scale = Vec3::one() * s_a.head_scale;
38 next.chest.scale = Vec3::one() * 1.01;
39 next.hand_l.scale = Vec3::one() * 1.04;
40 next.hand_r.scale = Vec3::one() * 1.04;
41 next.back.scale = Vec3::one() * 1.02;
42 next.hold.scale = Vec3::one() * 0.0;
43 next.shoulder_l.scale = Vec3::one() * 1.1;
44 next.shoulder_r.scale = Vec3::one() * 1.1;
45
46 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
47 next.head.orientation =
48 Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
49
50 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
51 next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.6);
52
53 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
54 next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
55
56 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
57
58 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
59 next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
60
61 next.hand_l.position = Vec3::new(
62 -s_a.hand.0,
63 s_a.hand.1 + slow * 0.15,
64 s_a.hand.2 + slow * 0.5,
65 );
66
67 next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06);
68
69 next.hand_r.position = Vec3::new(
70 s_a.hand.0,
71 s_a.hand.1 + slow * 0.15,
72 s_a.hand.2 + slow * 0.5,
73 );
74 next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06);
75
76 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
77
78 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
79
80 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
81
82 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
83
84 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
85 next.glider.scale = Vec3::one() * 0.0;
86 next.hold.position = Vec3::new(0.4, -0.3, -5.8);
87
88 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
89
90 next.do_hold_lantern(s_a, anim_time, 0.0, 0.0, 0.0, 0.0);
91
92 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
93
94 next
95 }
96}