veloren_voxygen_anim/dragon/
fly.rs1use super::{
2 super::{Animation, vek::*},
3 DragonSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct FlyAnimation;
8
9impl Animation for FlyAnimation {
10 type Dependency<'a> = (f32, f32);
11 type Skeleton = DragonSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"dragon_fly\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "dragon_fly")]
17 fn update_skeleton_inner(
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 lab: f32 = 12.0;
27
28 let wave_ultra_slow = (anim_time * 1.0 + PI).sin();
29 let wave_ultra_slow_cos = (anim_time * 3.0 + PI).cos();
30 let wave_slow = (anim_time * 3.5 + PI).sin();
31
32 let wingl = (anim_time * 2.0 + PI).sin();
33 let wingr = (anim_time * 2.0).sin();
34
35 let footl = (anim_time * lab + PI).sin();
36 let footr = (anim_time * lab).sin();
37
38 let center = (anim_time * lab + PI / 2.0).sin();
39 let centeroffset = (anim_time * lab + PI * 1.5).sin();
40
41 next.head_upper.scale = Vec3::one() * 1.05;
42 next.head_lower.scale = Vec3::one() * 1.05;
43 next.jaw.scale = Vec3::one() * 1.05;
44 next.tail_front.scale = Vec3::one() * 0.98;
45 next.tail_rear.scale = Vec3::one() * 0.98;
46
47 next.head_upper.position = Vec3::new(
48 0.0,
49 s_a.head_upper.0,
50 s_a.head_upper.1 + wave_ultra_slow * 0.20,
51 );
52 next.head_upper.orientation =
53 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
54
55 next.head_lower.position = Vec3::new(
56 0.0,
57 s_a.head_lower.0,
58 s_a.head_lower.1 + wave_ultra_slow * 0.20,
59 );
60 next.head_lower.orientation =
61 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
62
63 next.jaw.position = Vec3::new(
64 0.0,
65 s_a.jaw.0 - wave_ultra_slow_cos * 0.12,
66 s_a.jaw.1 + wave_slow * 0.2,
67 );
68 next.jaw.orientation = Quaternion::rotation_x(wave_slow * 0.03);
69
70 next.tail_front.position =
71 Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1 + centeroffset * 0.6);
72 next.tail_front.orientation = Quaternion::rotation_x(center * 0.03);
73
74 next.tail_rear.position =
75 Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1 + centeroffset * 0.6);
76 next.tail_rear.orientation = Quaternion::rotation_x(center * 0.03);
77
78 next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
79 next.chest_front.orientation = Quaternion::rotation_y(center * 0.05);
80
81 next.chest_rear.position = Vec3::new(0.0, s_a.chest_rear.0, s_a.chest_rear.1);
82 next.chest_rear.orientation = Quaternion::rotation_y(center * 0.05);
83
84 next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
85 next.foot_fl.orientation = Quaternion::rotation_x(-1.3 + footl * 0.06);
86
87 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
88 next.foot_fr.orientation = Quaternion::rotation_x(-1.3 + footr * 0.06);
89
90 next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
91 next.foot_bl.orientation = Quaternion::rotation_x(-1.3 + footl * 0.06);
92
93 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
94 next.foot_br.orientation = Quaternion::rotation_x(-1.3 + footr * 0.06);
95
96 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
97 next.wing_in_l.orientation = Quaternion::rotation_y(0.4 + wingl * 0.6);
98
99 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
100 next.wing_in_r.orientation = Quaternion::rotation_y(-0.4 + wingr * 0.6);
101
102 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
103 next.wing_out_l.orientation = Quaternion::rotation_y((0.35 + wingl * 0.6).max(0.2));
104
105 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
106 next.wing_out_r.orientation = Quaternion::rotation_y((-0.35 + wingr * 0.6).min(-0.2));
107
108 next
109 }
110}