veloren_voxygen_anim/dragon/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    DragonSkeleton, SkeletonAttr,
4};
5use std::{f32::consts::PI, ops::Mul};
6
7pub struct IdleAnimation;
8
9impl Animation for IdleAnimation {
10    type Dependency<'a> = f32;
11    type Skeleton = DragonSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"dragon_idle\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "dragon_idle")]
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 ultra_slow = (anim_time * 1.0).sin();
27        let slow = (anim_time * 2.5).sin();
28        let slowalt = (anim_time * 2.5 + PI / 2.0).sin();
29
30        let dragon_look = Vec2::new(
31            (global_time / 2.0 + anim_time / 8.0)
32                .floor()
33                .mul(7331.0)
34                .sin()
35                * 0.5,
36            (global_time / 2.0 + anim_time / 8.0)
37                .floor()
38                .mul(1337.0)
39                .sin()
40                * 0.25,
41        );
42
43        next.head_upper.scale = Vec3::one() * 1.05;
44        next.head_lower.scale = Vec3::one() * 1.05;
45        next.jaw.scale = Vec3::one() * 1.05;
46        next.tail_front.scale = Vec3::one() * 0.98;
47        next.tail_rear.scale = Vec3::one() * 0.98;
48
49        next.head_upper.position =
50            Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 + ultra_slow * 0.20);
51        next.head_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look.x)
52            * Quaternion::rotation_x(0.8 * dragon_look.y);
53
54        next.head_lower.position =
55            Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 + ultra_slow * 0.20);
56        next.head_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look.x)
57            * Quaternion::rotation_x(-0.2 + 0.8 * dragon_look.y);
58
59        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
60        next.jaw.orientation = Quaternion::rotation_x(slow * 0.04);
61
62        next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
63        next.chest_front.orientation = Quaternion::rotation_y(0.0);
64
65        next.chest_rear.position = Vec3::new(0.0, s_a.chest_rear.0, s_a.chest_rear.1);
66        next.chest_rear.orientation = Quaternion::rotation_y(0.0);
67
68        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
69        next.tail_front.orientation =
70            Quaternion::rotation_z(slowalt * 0.10) * Quaternion::rotation_x(0.1);
71
72        next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
73        next.tail_rear.orientation =
74            Quaternion::rotation_z(slowalt * 0.12) * Quaternion::rotation_x(0.05);
75
76        next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
77
78        next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
79
80        next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
81
82        next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
83
84        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
85        next.wing_in_l.orientation = Quaternion::rotation_y(0.8 + slow * 0.02);
86
87        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
88        next.wing_in_r.orientation = Quaternion::rotation_y(-0.8 - slow * 0.02);
89
90        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
91        next.wing_out_l.orientation = Quaternion::rotation_y(-2.0 + slow * 0.02);
92
93        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
94        next.wing_out_r.orientation = Quaternion::rotation_y(2.0 - slow * 0.02);
95
96        next
97    }
98}