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", export_name = "golem_idle")]
17
18    fn update_skeleton_inner(
19        skeleton: &Self::Skeleton,
20        global_time: Self::Dependency<'_>,
21        anim_time: f32,
22        _rate: &mut f32,
23        s_a: &SkeletonAttr,
24    ) -> Self::Skeleton {
25        let mut next = (*skeleton).clone();
26
27        let lab: f32 = 1.0;
28        let breathe = (anim_time * lab + 1.5 * PI).sin();
29
30        let 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        next.head.scale = Vec3::one() * 1.02;
43        next.jaw.scale = Vec3::one() * 1.02;
44        next.hand_l.scale = Vec3::one() * 1.04;
45        next.hand_r.scale = Vec3::one() * 1.04;
46        next.leg_l.scale = Vec3::one() * 1.02;
47        next.leg_r.scale = Vec3::one() * 1.02;
48
49        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
50        next.head.orientation =
51            Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
52
53        next.jaw.position =
54            Vec3::new(0.0, s_a.jaw.0 - breathe * 0.12, s_a.jaw.1 + breathe * 0.2) * 1.02;
55        next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 0.1);
56
57        next.upper_torso.position =
58            Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
59
60        next.lower_torso.position =
61            Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * -0.2);
62
63        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
64        next.shoulder_l.orientation = Quaternion::rotation_x(-0.2);
65
66        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
67        next.shoulder_r.orientation = Quaternion::rotation_x(-0.2);
68
69        next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
70        next.hand_l.orientation = Quaternion::rotation_x(0.2);
71
72        next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
73        next.hand_r.orientation = Quaternion::rotation_x(0.2);
74
75        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
76
77        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;
78
79        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
80
81        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);
82
83        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
84        next
85    }
86}