veloren_voxygen_anim/quadruped_low/
idle.rs1use 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 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 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 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}