veloren_voxygen_anim/golem/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    GolemSkeleton, 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 = GolemSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"golem_idle\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "golem_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 lab: f32 = 1.0;
27        let breathe = (anim_time * lab + 1.5 * PI).sin();
28
29        let look = Vec2::new(
30            (global_time / 2.0 + anim_time / 8.0)
31                .floor()
32                .mul(7331.0)
33                .sin()
34                * 0.5,
35            (global_time / 2.0 + anim_time / 8.0)
36                .floor()
37                .mul(1337.0)
38                .sin()
39                * 0.25,
40        );
41        next.head.scale = Vec3::one() * 1.02;
42        next.jaw.scale = Vec3::one() * 1.02;
43        next.hand_l.scale = Vec3::one() * 1.04;
44        next.hand_r.scale = Vec3::one() * 1.04;
45        next.leg_l.scale = Vec3::one() * 1.02;
46        next.leg_r.scale = Vec3::one() * 1.02;
47
48        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
49        next.head.orientation =
50            Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
51
52        next.jaw.position =
53            Vec3::new(0.0, s_a.jaw.0 - breathe * 0.12, s_a.jaw.1 + breathe * 0.2) * 1.02;
54        next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 0.1);
55
56        next.upper_torso.position =
57            Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
58
59        next.lower_torso.position =
60            Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * -0.2);
61
62        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
63        next.shoulder_l.orientation = Quaternion::rotation_x(-0.2);
64
65        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
66        next.shoulder_r.orientation = Quaternion::rotation_x(-0.2);
67
68        next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
69        next.hand_l.orientation = Quaternion::rotation_x(0.2);
70
71        next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
72        next.hand_r.orientation = Quaternion::rotation_x(0.2);
73
74        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
75
76        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
77
78        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
79
80        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
81
82        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
83        next
84    }
85}