veloren_voxygen_anim/bird_large/
idle.rs1use 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}