veloren_voxygen_anim/bird_medium/
fly.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, SkeletonAttr,
4};
5
6pub struct FlyAnimation;
7
8impl Animation for FlyAnimation {
9    type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>);
10    type Skeleton = BirdMediumSkeleton;
11
12    #[cfg(feature = "use-dyn-lib")]
13    const UPDATE_FN: &'static [u8] = b"bird_medium_fly\0";
14
15    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_fly")]
16    fn update_skeleton_inner<'a>(
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        // Harmonic series hack to get a sine/saw mix
29        let freq = 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.leg_l.scale = Vec3::one() * s_a.scaler * 0.99;
63        next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
64        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
65        next.tail.scale = Vec3::one() * 1.01;
66
67        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
68
69        next.head.orientation = Quaternion::rotation_x(
70            (-0.5 + 0.2 * velocity.xy().magnitude() / 5.0).min(-0.3) + fast * 0.05,
71        );
72
73        if velocity.z > 2.0 || velocity.xy().magnitude() < 12.0 {
74            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5);
75            next.chest.orientation = Quaternion::rotation_x(
76                (0.2 - 0.2 * velocity.xy().magnitude() / 5.0).max(-0.2) - flap1 * 0.2,
77            ) * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
78
79            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
80            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
81
82            next.wing_in_l.orientation =
83                Quaternion::rotation_y(-flap1 * 1.9 + 0.2) * Quaternion::rotation_x(0.4);
84            next.wing_in_r.orientation =
85                Quaternion::rotation_y(flap1 * 1.9 - 0.2) * Quaternion::rotation_x(0.4);
86
87            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
88            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
89
90            next.wing_out_l.orientation = Quaternion::rotation_y(-flap3 * 1.2 - 0.3);
91            next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 1.2 + 0.3);
92
93            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
94            next.tail.orientation =
95                Quaternion::rotation_x(-flap2 * 0.2 + 0.1) * Quaternion::rotation_z(tilt * 1.0);
96
97            next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
98            next.leg_l.orientation = Quaternion::rotation_x(
99                (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
100            ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
101            next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
102            next.leg_r.orientation = Quaternion::rotation_x(
103                (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
104            ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
105        } else {
106            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05);
107            next.chest.orientation =
108                Quaternion::rotation_x(-0.2 + slow * 0.05 + (0.8 * velocity.z / 80.0).min(0.8))
109                    * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
110
111            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
112            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
113
114            next.wing_in_l.orientation =
115                Quaternion::rotation_y(0.1 + slow * 0.04 + (0.8 * velocity.z / 80.0).min(0.8))
116                    * Quaternion::rotation_x(0.4);
117            next.wing_in_r.orientation =
118                Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.8 * velocity.z / 80.0).min(0.8))
119                    * Quaternion::rotation_x(0.4);
120
121            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
122            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
123            next.wing_out_l.orientation =
124                Quaternion::rotation_y(0.1 + slow * 0.04 + (0.4 * velocity.z / 80.0).min(0.2));
125            next.wing_out_r.orientation =
126                Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.4 * velocity.z / 80.0).min(0.2));
127
128            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
129            next.tail.orientation =
130                Quaternion::rotation_x(0.04 - slow * 0.04) * Quaternion::rotation_z(tilt * 1.0);
131
132            next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + 1.0 + slow * 0.05);
133            next.leg_l.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
134                * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
135            next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + 1.0 + slow * 0.05);
136            next.leg_r.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
137                * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
138        }
139
140        next
141    }
142}