veloren_voxygen_anim/bird_medium/
swim.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct SwimAnimation;
8
9impl Animation for SwimAnimation {
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_swim\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_swim")]
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
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.leg_l.scale = Vec3::one() * s_a.scaler * 0.99;
45        next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
46        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
47        next.tail.scale = Vec3::one() * 1.01;
48
49        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5);
50        next.chest.orientation = Quaternion::rotation_x(0.0);
51
52        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
53        next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
54            * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01);
55
56        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
57        next.tail.orientation = Quaternion::rotation_x(0.6);
58
59        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
60        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
61
62        next.wing_in_l.orientation =
63            Quaternion::rotation_y(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
64        next.wing_in_r.orientation =
65            Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
66
67        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
68        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
69        next.wing_out_l.orientation = Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
70        next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
71
72        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
73        next.leg_l.orientation = Quaternion::rotation_x(-0.8 + wave_fast * 0.5);
74        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
75        next.leg_r.orientation = Quaternion::rotation_x(-0.8 + wave_fast_cos * 0.5);
76
77        next
78    }
79}