veloren_voxygen_anim/bird_large/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct IdleAnimation;
8
9impl Animation for IdleAnimation {
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_idle\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_idle")]
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
40        next.head.scale = Vec3::one() * 0.99;
41        next.neck.scale = Vec3::one() * 1.01;
42        next.leg_l.scale = Vec3::one();
43        next.leg_r.scale = Vec3::one();
44        next.foot_l.scale = Vec3::one() * 1.01;
45        next.foot_r.scale = Vec3::one() * 1.01;
46        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
47        next.tail_front.scale = Vec3::one() * 1.01;
48        next.tail_rear.scale = Vec3::one() * 0.99;
49
50        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
51        next.neck.orientation = Quaternion::rotation_x(0.0);
52
53        next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
54        next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
55
56        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
57        next.leg_l.orientation = Quaternion::rotation_x(0.0);
58        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
59        next.leg_r.orientation = Quaternion::rotation_x(0.0);
60
61        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
62        next.foot_l.orientation = Quaternion::rotation_x(0.0);
63        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
64        next.foot_r.orientation = Quaternion::rotation_x(0.0);
65
66        if s_a.wyvern {
67            next.chest.position =
68                Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler;
69            next.chest.orientation = Quaternion::rotation_x(-0.1);
70
71            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
72            next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
73                * Quaternion::rotation_x(0.4 - duck_head_look.y.abs() + wave_slow_cos * 0.01);
74
75            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
76            next.tail_front.orientation = Quaternion::rotation_x(0.38);
77            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
78            next.tail_rear.orientation = Quaternion::rotation_x(-0.1);
79
80            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
81            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
82
83            next.wing_in_l.orientation =
84                Quaternion::rotation_y(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.4);
85            next.wing_in_r.orientation =
86                Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.4);
87
88            next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
89            next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
90            next.wing_mid_l.orientation = Quaternion::rotation_x(0.1)
91                * Quaternion::rotation_y(-0.1)
92                * Quaternion::rotation_z(0.7);
93            next.wing_mid_r.orientation = Quaternion::rotation_x(0.1)
94                * Quaternion::rotation_y(0.1)
95                * Quaternion::rotation_z(-0.7);
96
97            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
98            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
99            next.wing_out_l.orientation = Quaternion::rotation_x(0.0)
100                * Quaternion::rotation_y(0.1)
101                * Quaternion::rotation_z(0.55);
102            next.wing_out_r.orientation = Quaternion::rotation_x(0.0)
103                * Quaternion::rotation_y(-0.1)
104                * Quaternion::rotation_z(-0.55);
105        } else {
106            next.chest.position =
107                Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5) * s_a.scaler;
108            next.chest.orientation = Quaternion::rotation_x(0.0);
109
110            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
111            next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
112                * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01);
113
114            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
115            next.tail_front.orientation = Quaternion::rotation_x(0.6);
116            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
117            next.tail_rear.orientation = Quaternion::rotation_x(-0.2);
118
119            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
120            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
121
122            next.wing_in_l.orientation =
123                Quaternion::rotation_y(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
124            next.wing_in_r.orientation =
125                Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
126
127            next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
128            next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
129            next.wing_mid_l.orientation =
130                Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
131            next.wing_mid_r.orientation =
132                Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
133
134            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
135            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
136            next.wing_out_l.orientation =
137                Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
138            next.wing_out_r.orientation =
139                Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
140        }
141
142        next
143    }
144}