veloren_voxygen_anim/biped_large/
idle.rs1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct IdleAnimation;
9
10impl Animation for IdleAnimation {
11 type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32);
12 type Skeleton = BipedLargeSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"biped_large_idle\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_idle")]
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'_>,
21 anim_time: f32,
22 _rate: &mut f32,
23 s_a: &SkeletonAttr,
24 ) -> Self::Skeleton {
25 let mut next = (*skeleton).clone();
26
27 let lab: f32 = 1.0;
28 let torso = (anim_time * lab + 1.5 * PI).sin() * 1.5;
29
30 let slower = (anim_time * 2.0 + PI).sin() * 1.5;
31 let slow = (anim_time * 7.0 + PI).sin() * 1.5;
32
33 let look = Vec2::new(
34 (global_time / 2.0 + anim_time / 8.0)
35 .floor()
36 .mul(7331.0)
37 .sin()
38 * 0.5,
39 (global_time / 2.0 + anim_time / 8.0)
40 .floor()
41 .mul(1337.0)
42 .sin()
43 * 0.25,
44 );
45
46 let breathe = if s_a.beast {
47 let intensity = 0.04;
49 let length = 1.5;
50 let chop = 0.2;
51 let chop_freq = 60.0;
52 intensity * (length * anim_time).sin()
53 + 0.05 * chop * (anim_time * chop_freq).sin() * (anim_time * length).cos()
54 } else {
55 0.0
56 };
57
58 next.jaw.scale = Vec3::one() * 1.02;
59 next.shoulder_l.scale = Vec3::one() * 1.1;
60 next.shoulder_r.scale = Vec3::one() * 1.1;
61 next.hand_l.scale = Vec3::one() * 1.04;
62 next.hand_r.scale = Vec3::one() * 1.04;
63 next.lower_torso.scale = Vec3::one() * 1.02;
64 next.hold.scale = Vec3::one() * 0.0;
65 next.second.scale = Vec3::one() * 0.0;
66
67 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2);
68 next.head.orientation =
69 Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6 + breathe);
70
71 next.upper_torso.position =
72 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * -0.5);
73 next.upper_torso.orientation = Quaternion::rotation_x(-breathe);
74
75 next.lower_torso.position =
76 Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.5);
77 next.lower_torso.orientation = Quaternion::rotation_x(breathe);
78
79 if s_a.beast {
80 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
81 } else {
82 next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
83 }
84 next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 2.0);
85
86 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
87 next.tail.orientation =
88 Quaternion::rotation_z(0.0 + slow * 0.2) * Quaternion::rotation_x(0.0);
89
90 match active_tool_kind {
91 Some(ToolKind::Bow) => {
92 next.main.position = Vec3::new(0.0, -6.0, 0.0);
93 next.main.orientation =
94 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
95 },
96 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
97 next.main.position = Vec3::new(-6.0, -5.0, -12.0);
98 next.main.orientation =
99 Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
100 },
101 Some(ToolKind::Sword) => {
102 next.main.position = Vec3::new(-10.0, -8.0, 12.0);
103 next.main.orientation =
104 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
105 },
106 Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
107 next.main.position = Vec3::new(-6.0, -8.0, 8.0);
108 next.main.orientation =
109 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
110 next.second.position = Vec3::new(6.0, -8.0, 8.0);
111 next.second.orientation =
112 Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(PI / 2.0);
113 },
114 _ => {
115 next.main.position = Vec3::new(-2.0, -5.0, -6.0);
116 next.main.orientation =
117 Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
118 },
119 }
120
121 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
122 next.shoulder_l.orientation = Quaternion::rotation_x(breathe);
123
124 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
125 next.shoulder_r.orientation = Quaternion::rotation_x(breathe);
126
127 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1);
128
129 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1);
130
131 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
132
133 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
134
135 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
136
137 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
138
139 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
140
141 if s_a.float {
142 next.upper_torso.position = Vec3::new(
143 0.0,
144 s_a.upper_torso.0,
145 s_a.upper_torso.1 + slower * 1.0 + 4.0,
146 );
147 next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
148 next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
149 }
150
151 next
152 }
153}