veloren_voxygen_anim/bird_large/
feed.rs1use 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}