veloren_voxygen_anim/bird_large/
swim.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct SwimAnimation;
8
9impl Animation for SwimAnimation {
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_swim\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_swim")]
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        let wave_fast = (anim_time * 6.0).sin();
41        let wave_fast_cos = (anim_time * 6.0).cos();
42
43        next.head.scale = Vec3::one() * 0.99;
44        next.neck.scale = Vec3::one() * 1.01;
45        next.leg_l.scale = Vec3::one();
46        next.leg_r.scale = Vec3::one();
47        next.foot_l.scale = Vec3::one() * 1.01;
48        next.foot_r.scale = Vec3::one() * 1.01;
49        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
50        next.tail_front.scale = Vec3::one() * 1.01;
51        next.tail_rear.scale = Vec3::one() * 0.99;
52
53        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5);
54        next.chest.orientation = Quaternion::rotation_x(0.0);
55
56        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
57        next.neck.orientation = Quaternion::rotation_x(0.0);
58
59        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
60        next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
61            * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01);
62
63        next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
64        next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
65
66        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
67        next.tail_front.orientation = Quaternion::rotation_x(0.6);
68        next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
69        next.tail_rear.orientation = Quaternion::rotation_x(-0.2);
70
71        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
72        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
73
74        next.wing_in_l.orientation =
75            Quaternion::rotation_y(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
76        next.wing_in_r.orientation =
77            Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
78
79        next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
80        next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
81        next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
82        next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
83
84        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
85        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
86        next.wing_out_l.orientation = Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
87        next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
88
89        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
90        next.leg_l.orientation = Quaternion::rotation_x(-0.8 + wave_fast * 0.5);
91        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
92        next.leg_r.orientation = Quaternion::rotation_x(-0.8 + wave_fast_cos * 0.5);
93
94        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
95        next.foot_l.orientation = Quaternion::rotation_x(0.0);
96        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
97        next.foot_r.orientation = Quaternion::rotation_x(0.0);
98
99        next
100    }
101}