veloren_voxygen_anim/golem/
idle.rs1use 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}