veloren_voxygen_anim/bird_medium/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, SkeletonAttr,
4};
5use std::{f32::consts::PI, ops::Mul};
6pub struct IdleAnimation;
7
8impl Animation for IdleAnimation {
9    type Dependency<'a> = f32;
10    type Skeleton = BirdMediumSkeleton;
11
12    #[cfg(feature = "use-dyn-lib")]
13    const UPDATE_FN: &'static [u8] = b"bird_medium_idle\0";
14
15    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_idle")]
16    fn update_skeleton_inner<'a>(
17        skeleton: &Self::Skeleton,
18        global_time: 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 duck_head_look = Vec2::new(
26            (global_time / 2.0 + anim_time / 8.0)
27                .floor()
28                .mul(7331.0)
29                .sin()
30                * 0.5,
31            (global_time / 2.0 + anim_time / 8.0)
32                .floor()
33                .mul(1337.0)
34                .sin()
35                * 0.25,
36        );
37        let wave_slow_cos = (anim_time * 4.5).cos();
38
39        next.head.scale = Vec3::one() * 0.99;
40        next.leg_l.scale = Vec3::one() * s_a.scaler * 0.99;
41        next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
42        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
43        next.tail.scale = Vec3::one() * 1.01;
44        next.wing_in_l.scale = Vec3::one() * s_a.scaler * 0.99;
45        next.wing_in_r.scale = Vec3::one() * s_a.scaler * 0.99;
46
47        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
48        next.leg_l.orientation = Quaternion::rotation_x(0.0);
49        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
50        next.leg_r.orientation = Quaternion::rotation_x(0.0);
51
52        next.chest.position =
53            Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5) * s_a.scaler;
54
55        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
56        next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
57            * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01);
58
59        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
60        next.tail.orientation = Quaternion::rotation_x(0.6);
61
62        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
63        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
64
65        next.wing_in_l.orientation = Quaternion::rotation_x(-PI / 2.0)
66            * Quaternion::rotation_y(-PI / 2.5 + wave_slow_cos * 0.06)
67            * Quaternion::rotation_z(-PI / 4.0);
68        next.wing_in_r.orientation = Quaternion::rotation_x(-PI / 2.0)
69            * Quaternion::rotation_y(PI / 2.5 - wave_slow_cos * 0.06)
70            * Quaternion::rotation_z(PI / 4.0);
71
72        next.wing_out_l.position =
73            Vec3::new(-s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2 + 1.0);
74        next.wing_out_r.position =
75            Vec3::new(s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2 + 1.0);
76        next.wing_out_l.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(0.2);
77        next.wing_out_r.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(-0.2);
78
79        next
80    }
81}