veloren_voxygen_anim/bird_medium/
feed.rs1use super::{
2 super::{Animation, vek::*},
3 BirdMediumSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct FeedAnimation;
8
9impl Animation for FeedAnimation {
10 type Dependency<'a> = f32;
11 type Skeleton = BirdMediumSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"bird_medium_feed\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_feed")]
17 fn update_skeleton_inner<'a>(
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
41 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 - 1.8);
42 next.chest.orientation = Quaternion::rotation_x(s_a.feed);
43
44 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
45 next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
46 * Quaternion::rotation_x(-0.2 - duck_head_look.y.abs() + wave_slow_cos * 0.01);
47
48 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
49 next.tail.orientation = Quaternion::rotation_x(0.0);
50
51 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
52 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
53
54 next.wing_in_l.orientation =
55 Quaternion::rotation_y(-0.7 + wave_fast * 0.08) * Quaternion::rotation_z(0.2);
56 next.wing_in_r.orientation =
57 Quaternion::rotation_y(0.7 - wave_fast * 0.08) * Quaternion::rotation_z(-0.2);
58
59 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
60 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
61 next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
62 next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
63
64 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
65 next.leg_l.orientation = Quaternion::rotation_x(0.0);
66 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
67 next.leg_r.orientation = Quaternion::rotation_x(0.0);
68
69 next
70 }
71}