veloren_voxygen_anim/fish_medium/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    FishMediumSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct IdleAnimation;
8
9type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
10
11impl Animation for IdleAnimation {
12    type Dependency<'a> = IdleAnimationDependency;
13    type Skeleton = FishMediumSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"fish_medium_idle\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_idle")]
19
20    fn update_skeleton_inner(
21        skeleton: &Self::Skeleton,
22        (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency<'_>,
23        anim_time: f32,
24        _rate: &mut f32,
25        s_a: &SkeletonAttr,
26    ) -> Self::Skeleton {
27        let mut next = (*skeleton).clone();
28
29        let slow = (anim_time * 3.5 + PI).sin();
30        let slowalt = (anim_time * 3.5 + PI + 0.2).sin();
31
32        next.jaw.scale = Vec3::one() * 0.98;
33
34        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
35        next.head.orientation = Quaternion::rotation_z(slowalt * -0.1);
36
37        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
38
39        next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
40        next.chest_front.orientation = Quaternion::rotation_x(0.0);
41
42        next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
43        next.chest_back.orientation = Quaternion::rotation_z(slowalt * 0.1);
44
45        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
46        next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
47
48        next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
49        next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
50
51        next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
52        next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
53        next
54    }
55}