veloren_voxygen_anim/quadruped_low/
idle.rs

1use common::comp::body::parts::HeadState;
2
3use super::{
4    super::{Animation, vek::*},
5    QuadrupedLowSkeleton, SkeletonAttr,
6};
7use std::{f32::consts::PI, ops::Mul};
8
9pub struct IdleAnimation;
10
11impl Animation for IdleAnimation {
12    type Dependency<'a> = (f32, [HeadState; 3]);
13    type Skeleton = QuadrupedLowSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"quadruped_low_idle\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_idle")]
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (global_time, head_states): Self::Dependency<'_>,
22        anim_time: f32,
23        _rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        let mut next = (*skeleton).clone();
27
28        let slower = (anim_time * 1.25).sin();
29        let slow = (anim_time * 2.5).sin();
30        let slowalt = (anim_time * 2.5 + PI / 2.0).sin();
31
32        let dragon_look = |a: f32, b: f32| {
33            Vec2::new(
34                (global_time / 2.0 + anim_time / 8.0).floor().mul(a).sin() * 0.2,
35                (global_time / 2.0 + anim_time / 8.0).floor().mul(b).sin() * 0.1,
36            )
37        };
38
39        let dragon_look1 = dragon_look(7331.0, 1337.0);
40        let dragon_look2 = dragon_look(1553.0, 7777.0);
41        let dragon_look3 = dragon_look(3551.0, 4587.0);
42
43        next.tail_front.scale = Vec3::one() * 0.98;
44        next.tail_rear.scale = Vec3::one() * 0.98;
45
46        // Central head
47        next.jaw_c.scale = Vec3::one() * 0.98;
48        next.head_c_upper.position =
49            Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 + slower * 0.2);
50        next.head_c_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look1.x)
51            * Quaternion::rotation_x(0.8 * dragon_look1.y);
52
53        next.head_c_lower.position =
54            Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 + slower * 0.20);
55        next.head_c_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look1.x)
56            * Quaternion::rotation_x(0.8 * dragon_look1.y);
57        next.head_c_lower.scale = Vec3::one() * (head_states[1].is_attached() as i32 as f32);
58
59        next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
60        next.jaw_c.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05);
61
62        // Left head
63        next.jaw_l.scale = Vec3::one() * 0.98;
64        next.head_l_upper.position = Vec3::new(
65            -s_a.side_head_upper.0,
66            s_a.side_head_upper.1,
67            s_a.side_head_upper.2 + slower * 0.2,
68        );
69        next.head_l_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look2.x)
70            * Quaternion::rotation_x(0.8 * dragon_look2.y);
71
72        next.head_l_lower.position = Vec3::new(
73            -s_a.side_head_lower.0,
74            s_a.side_head_lower.1,
75            s_a.side_head_lower.2 + slower * 0.20,
76        );
77        next.head_l_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look2.x)
78            * Quaternion::rotation_x(0.8 * dragon_look2.y)
79            * Quaternion::rotation_y(-dragon_look1.x.max(0.0) + dragon_look2.x.min(0.0));
80        next.head_l_lower.scale = Vec3::one() * (head_states[0].is_attached() as i32 as f32);
81
82        next.jaw_l.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
83        next.jaw_l.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05);
84
85        // Right head
86        next.jaw_r.scale = Vec3::one() * 0.98;
87        next.head_r_upper.position = Vec3::new(
88            s_a.side_head_upper.0,
89            s_a.side_head_upper.1,
90            s_a.side_head_upper.2 + slower * 0.2,
91        );
92        next.head_r_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look3.x)
93            * Quaternion::rotation_x(0.8 * dragon_look3.y);
94
95        next.head_r_lower.position = Vec3::new(
96            s_a.side_head_lower.0,
97            s_a.side_head_lower.1,
98            s_a.side_head_lower.2 + slower * 0.20,
99        );
100        next.head_r_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look3.x)
101            * Quaternion::rotation_x(0.8 * dragon_look3.y)
102            * Quaternion::rotation_y(-dragon_look1.x.min(0.0) + dragon_look3.x.max(0.0));
103        next.head_r_lower.scale = Vec3::one() * (head_states[2].is_attached() as i32 as f32);
104
105        next.jaw_r.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
106        next.jaw_r.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05);
107
108        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
109        next.chest.orientation = Quaternion::rotation_y(slow * 0.03);
110        if s_a.tongue_for_tail {
111            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
112            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
113        } else {
114            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
115            next.tail_front.orientation =
116                Quaternion::rotation_x(0.15) * Quaternion::rotation_z(slowalt * 0.12);
117
118            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
119            next.tail_rear.orientation =
120                Quaternion::rotation_z(slowalt * 0.12) * Quaternion::rotation_x(-0.12);
121        }
122        next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
123        next.foot_fl.orientation = Quaternion::rotation_y(slow * -0.05);
124
125        next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
126        next.foot_fr.orientation = Quaternion::rotation_y(slow * -0.05);
127
128        next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
129        next.foot_bl.orientation = Quaternion::rotation_y(slow * -0.05);
130
131        next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
132        next.foot_br.orientation = Quaternion::rotation_y(slow * -0.05);
133
134        next
135    }
136}