veloren_voxygen_anim/crustacean/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    CrustaceanSkeleton, SkeletonAttr,
4};
5
6pub struct IdleAnimation;
7
8impl Animation for IdleAnimation {
9    type Dependency<'a> = f32;
10    type Skeleton = CrustaceanSkeleton;
11
12    #[cfg(feature = "use-dyn-lib")]
13    const UPDATE_FN: &'static [u8] = b"crustacean_idle\0";
14
15    #[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_idle")]
16    fn update_skeleton_inner(
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        next.chest.scale = Vec3::one() * s_a.scaler;
26
27        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
28
29        let arm = (anim_time * 0.2).sin() * 0.03;
30        let clasp_l =
31            (((anim_time * 0.1).fract() * 2.0 - 1.0) * (anim_time * 2.0).sin().powi(2)).powi(16);
32        let clasp_r = (((anim_time * 0.105 + 33.0).fract() * 2.0 - 1.0)
33            * (anim_time * 1.95 + 20.0).sin().powi(2))
34        .powi(16);
35
36        next.arm_l.position = Vec3::zero();
37        next.arm_l.orientation = Quaternion::rotation_x(arm);
38        next.arm_r.position = Vec3::zero();
39        next.arm_r.orientation = Quaternion::rotation_x(arm);
40
41        next.pincer_l0.position = Vec3::zero();
42        next.pincer_l1.position = Vec3::zero();
43        next.pincer_l1.orientation = Quaternion::rotation_z(clasp_l * 0.15);
44        next.pincer_r0.position = Vec3::zero();
45        next.pincer_r1.position = Vec3::zero();
46        next.pincer_r1.orientation = Quaternion::rotation_z(-clasp_r * 0.15);
47
48        next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
49        next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
50        next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0);
51        next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0);
52
53        next.leg_cl.position = Vec3::new(-s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
54        next.leg_cr.position = Vec3::new(s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
55        next.leg_cl.orientation = Quaternion::rotation_z(s_a.leg_ori.1);
56        next.leg_cr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1);
57
58        next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
59        next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
60        next.leg_bl.orientation = Quaternion::rotation_z(s_a.leg_ori.2);
61        next.leg_br.orientation = Quaternion::rotation_z(-s_a.leg_ori.2);
62
63        next
64    }
65}