veloren_voxygen_anim/bird_large/
fly.rs1use super::{
2 super::{Animation, vek::*},
3 BirdLargeSkeleton, SkeletonAttr,
4};
5
6pub struct FlyAnimation;
7
8impl Animation for FlyAnimation {
9 type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>);
10 type Skeleton = BirdLargeSkeleton;
11
12 #[cfg(feature = "use-dyn-lib")]
13 const UPDATE_FN: &'static [u8] = b"bird_large_fly\0";
14
15 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_fly")]
16 fn update_skeleton_inner(
17 skeleton: &Self::Skeleton,
18 (velocity, orientation, last_ori): Self::Dependency<'_>,
19 anim_time: f32,
20 _rate: &mut f32,
21 s_a: &SkeletonAttr,
22 ) -> Self::Skeleton {
23 let mut next = (*skeleton).clone();
24
25 let slow = (anim_time * 2.0).sin();
26 let fast = (anim_time * 4.0).sin();
27
28 let freq = if s_a.wyvern { 6.0 } else { 8.0 };
30 let off1 = 0.0;
31 let off2 = -1.7;
32 let off3 = -2.0;
33 let off4 = -2.4;
34 let flap1 = 7.0 / 16.0 * (freq * anim_time + off1).sin()
35 + 7.0 / 64.0 * (freq * 2.0 * anim_time + off1).sin()
36 + 1.0 / 48.0 * (freq * 3.0 * anim_time + off1).sin();
37 let flap2 = 7.0 / 16.0 * (freq * anim_time + off2).sin()
38 + 7.0 / 64.0 * (freq * 2.0 * anim_time + off2).sin()
39 + 1.0 / 48.0 * (freq * 3.0 * anim_time + off2).sin();
40 let flap3 = 7.0 / 16.0 * (freq * anim_time + off3).sin()
41 + 7.0 / 64.0 * (freq * 2.0 * anim_time + off3).sin()
42 + 1.0 / 48.0 * (freq * 3.0 * anim_time + off3).sin();
43 let flap4 = 7.0 / 16.0 * (freq * anim_time + off4).sin()
44 + 7.0 / 64.0 * (freq * 2.0 * anim_time + off4).sin()
45 + 1.0 / 48.0 * (freq * 3.0 * anim_time + off4).sin();
46
47 let ori: Vec2<f32> = Vec2::from(orientation);
48 let last_ori = Vec2::from(last_ori);
49 let tilt = if vek::Vec2::new(ori, last_ori)
50 .map(|o| o.magnitude_squared())
51 .map(|m| m > 0.001 && m.is_finite())
52 .reduce_and()
53 && ori.angle_between(last_ori).is_finite()
54 {
55 ori.angle_between(last_ori).min(0.2)
56 * last_ori.determine_side(Vec2::zero(), ori).signum()
57 } else {
58 0.0
59 } * 1.3;
60
61 next.head.scale = Vec3::one() * 0.99;
62 next.neck.scale = Vec3::one() * 1.01;
63 next.leg_l.scale = Vec3::one();
64 next.leg_r.scale = Vec3::one();
65 next.foot_l.scale = Vec3::one() * 1.01;
66 next.foot_r.scale = Vec3::one() * 1.01;
67 next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
68 next.tail_front.scale = Vec3::one() * 1.01;
69 next.tail_rear.scale = Vec3::one() * 0.99;
70
71 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
72 next.neck.orientation =
73 Quaternion::rotation_x((-0.4 + 0.2 * velocity.xy().magnitude() / 5.0).min(0.15));
74
75 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
76
77 next.head.orientation = Quaternion::rotation_x(
78 (-0.5 + 0.2 * velocity.xy().magnitude() / 5.0).min(-0.3) + fast * 0.05,
79 );
80
81 next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
82
83 if velocity.z > 2.0 || velocity.xy().magnitude() < 12.0 {
84 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5);
85 next.chest.orientation = Quaternion::rotation_x(
86 (0.8 - 0.8 * velocity.xy().magnitude() / 5.0).max(-0.2) - flap1 * 0.2,
87 ) * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
88 if s_a.wyvern {
89 next.wing_in_l.position =
90 Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
91 next.wing_in_r.position =
92 Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
93 } else {
94 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
95 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
96 }
97 next.wing_in_l.orientation =
98 Quaternion::rotation_y(-flap1 * 1.9 + 0.2) * Quaternion::rotation_x(0.4);
99 next.wing_in_r.orientation =
100 Quaternion::rotation_y(flap1 * 1.9 - 0.2) * Quaternion::rotation_x(0.4);
101
102 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
103 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
104 next.wing_mid_l.orientation = Quaternion::rotation_y(-flap2 * 1.4 - 0.2);
105 next.wing_mid_r.orientation = Quaternion::rotation_y(flap2 * 1.4 + 0.2);
106
107 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
108 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
109
110 if s_a.wyvern {
111 next.wing_out_l.orientation = Quaternion::rotation_y(-flap3 * 0.6 - 0.3);
112 next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 0.6 + 0.3);
113 } else {
114 next.wing_out_l.orientation = Quaternion::rotation_y(-flap3 * 1.2 - 0.3);
115 next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 1.2 + 0.3);
116 }
117
118 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
119 next.tail_front.orientation =
120 Quaternion::rotation_x(-flap2 * 0.2 + 0.1) * Quaternion::rotation_z(tilt * 1.0);
121 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
122 next.tail_rear.orientation =
123 Quaternion::rotation_x(-flap3 * 0.3 + 0.15) * Quaternion::rotation_z(tilt * 0.8);
124
125 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
126 next.leg_l.orientation = Quaternion::rotation_x(
127 (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
128 ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
129 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
130 next.leg_r.orientation = Quaternion::rotation_x(
131 (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
132 ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
133
134 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
135 next.foot_l.orientation = Quaternion::rotation_x(flap1 * -0.1);
136 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
137 next.foot_r.orientation = Quaternion::rotation_x(flap1 * -0.1);
138 } else {
139 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05);
140 next.chest.orientation =
141 Quaternion::rotation_x(-0.2 + slow * 0.05 + (0.8 * velocity.z / 80.0).min(0.8))
142 * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
143 if s_a.wyvern {
144 next.wing_in_l.position =
145 Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
146 next.wing_in_r.position =
147 Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
148 } else {
149 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
150 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
151 }
152
153 next.wing_in_l.orientation =
154 Quaternion::rotation_y(0.1 + slow * 0.04 + (0.8 * velocity.z / 80.0).min(0.8))
155 * Quaternion::rotation_x(0.4);
156 next.wing_in_r.orientation =
157 Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.8 * velocity.z / 80.0).min(0.8))
158 * Quaternion::rotation_x(0.4);
159
160 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
161 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
162 next.wing_mid_l.orientation = Quaternion::rotation_y(0.1 + slow * 0.04);
163 next.wing_mid_r.orientation = Quaternion::rotation_y(-0.1 + slow * -0.04);
164
165 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
166 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
167 next.wing_out_l.orientation =
168 Quaternion::rotation_y(0.1 + slow * 0.04 + (0.4 * velocity.z / 80.0).min(0.2));
169 next.wing_out_r.orientation =
170 Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.4 * velocity.z / 80.0).min(0.2));
171
172 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
173 next.tail_front.orientation =
174 Quaternion::rotation_x(0.04 - slow * 0.04) * Quaternion::rotation_z(tilt * 1.0);
175 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
176 next.tail_rear.orientation =
177 Quaternion::rotation_x(slow * 0.08) * Quaternion::rotation_z(tilt * 0.8);
178
179 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05);
180 next.leg_l.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
181 * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
182 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05);
183 next.leg_r.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
184 * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
185
186 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
187 next.foot_l.orientation = Quaternion::rotation_x(slow * -0.05);
188 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
189 next.foot_r.orientation = Quaternion::rotation_x(slow * -0.05);
190 }
191
192 next
193 }
194}