veloren_voxygen_anim/bird_large/
feed.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct FeedAnimation;
8
9impl Animation for FeedAnimation {
10    type Dependency<'a> = f32;
11    type Skeleton = BirdLargeSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_large_feed\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_feed")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        global_time: Self::Dependency<'_>,
20        anim_time: f32,
21        _rate: &mut f32,
22        s_a: &SkeletonAttr,
23    ) -> Self::Skeleton {
24        let mut next = (*skeleton).clone();
25
26        let duck_head_look = Vec2::new(
27            (global_time / 2.0 + anim_time / 8.0)
28                .floor()
29                .mul(7331.0)
30                .sin()
31                * 0.5,
32            (global_time / 2.0 + anim_time / 8.0)
33                .floor()
34                .mul(1337.0)
35                .sin()
36                * 0.25,
37        );
38        let wave_slow_cos = (anim_time * 4.5).cos();
39        let wave_fast = (anim_time * 9.0).cos();
40        let beak = (anim_time * 16.0).sin();
41
42        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 - 1.8);
43        next.chest.orientation = Quaternion::rotation_x(s_a.feed);
44
45        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
46        next.neck.orientation = Quaternion::rotation_x(-0.2);
47
48        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
49        next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
50            * Quaternion::rotation_x(-0.2 - duck_head_look.y.abs() + wave_slow_cos * 0.01);
51
52        next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
53        next.beak.orientation = Quaternion::rotation_x(beak * -0.1 - 0.1);
54
55        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
56        next.tail_front.orientation = Quaternion::rotation_x(0.0);
57        next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
58        next.tail_rear.orientation = Quaternion::rotation_x(0.0);
59
60        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
61        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
62
63        next.wing_in_l.orientation =
64            Quaternion::rotation_y(-0.7 + wave_fast * 0.08) * Quaternion::rotation_z(0.2);
65        next.wing_in_r.orientation =
66            Quaternion::rotation_y(0.7 - wave_fast * 0.08) * Quaternion::rotation_z(-0.2);
67
68        next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
69        next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
70        next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
71        next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
72
73        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
74        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
75        next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
76        next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
77
78        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
79        next.leg_l.orientation = Quaternion::rotation_x(0.0);
80        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
81        next.leg_r.orientation = Quaternion::rotation_x(0.0);
82
83        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
84        next.foot_l.orientation = Quaternion::rotation_x(0.0);
85        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
86        next.foot_r.orientation = Quaternion::rotation_x(0.0);
87
88        next
89    }
90}