veloren_voxygen_anim/quadruped_medium/
feed.rs1use super::{
2 super::{Animation, vek::*},
3 QuadrupedMediumSkeleton, SkeletonAttr,
4};
5use std::{f32::consts::PI, ops::Mul};
6
7pub struct FeedAnimation;
8
9impl Animation for FeedAnimation {
10 type Dependency<'a> = f32;
11 type Skeleton = QuadrupedMediumSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"quadruped_medium_feed\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_feed")]
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 let slower = (anim_time * 1.0 + PI).sin();
26 let slow = (anim_time * 3.5 + PI).sin();
27 let fast = (anim_time * 5.0).sin();
28 let faster = (anim_time * 14.0).sin();
29
30 let transition = ((anim_time.powf(2.0)).min(1.0)) * s_a.feed.1;
31
32 let look = Vec2::new(
33 (global_time / 2.0 + anim_time / 8.0)
34 .floor()
35 .mul(7331.0)
36 .sin()
37 * 0.5,
38 (global_time / 2.0 + anim_time / 8.0)
39 .floor()
40 .mul(1337.0)
41 .sin()
42 * 0.25,
43 );
44
45 if s_a.feed.0 {
46 next.head.position = Vec3::new(
47 0.0,
48 s_a.head.0,
49 s_a.head.1 + slower * 0.2 + transition * 1.5,
50 );
51 next.head.orientation = Quaternion::rotation_z(0.3 * look.x)
52 * Quaternion::rotation_x(fast * 0.05 + faster * 0.08 + transition * -0.5);
53
54 next.neck.position = Vec3::new(
55 0.0,
56 s_a.neck.0 + transition * 1.0,
57 s_a.neck.1 + slower * 0.1 + transition * 1.5,
58 );
59 next.neck.orientation = Quaternion::rotation_x(transition * -0.5);
60
61 next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
62 next.jaw.orientation = Quaternion::rotation_x((fast * 0.18 + faster * 0.26).min(0.0));
63 } else {
64 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slower * 0.2);
65 next.head.orientation =
66 Quaternion::rotation_z(0.3 * look.x) * Quaternion::rotation_x(0.3 * look.y);
67
68 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + slower * 0.1);
69
70 next.jaw.position =
71 Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2 + 0.5);
72 next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 * anim_time.min(1.0) - 0.08);
73 }
74
75 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
76 next.tail.orientation = Quaternion::rotation_z(0.0 + slow * 0.2 + look.x);
77
78 next.torso_front.position = Vec3::new(
79 0.0,
80 s_a.torso_front.0,
81 s_a.torso_front.1 + slower * 0.3 + transition * -6.0,
82 );
83 next.torso_front.orientation =
84 Quaternion::rotation_x(transition * -0.7) * Quaternion::rotation_y(slow * 0.02);
85
86 next.torso_back.position =
87 Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1 + slower * 0.2);
88 next.torso_back.orientation =
89 Quaternion::rotation_x(transition * 0.5) * Quaternion::rotation_y(-slow * 0.005);
90
91 next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
92 next.ears.orientation = Quaternion::rotation_x(0.0 + slower * 0.03);
93
94 next.leg_fl.position = Vec3::new(
95 -s_a.leg_f.0,
96 s_a.leg_f.1 + transition * -2.2,
97 s_a.leg_f.2 + slow * -0.15 + slower * -0.15 + transition * 2.4,
98 );
99 next.leg_fl.orientation =
100 Quaternion::rotation_x(transition * 1.0) * Quaternion::rotation_y(slow * -0.02);
101
102 next.leg_fr.position = Vec3::new(
103 s_a.leg_f.0,
104 s_a.leg_f.1 + transition * -2.2,
105 s_a.leg_f.2 + slow * 0.15 + slower * -0.15 + transition * 2.4,
106 );
107 next.leg_fr.orientation =
108 Quaternion::rotation_x(transition * 1.0) * Quaternion::rotation_y(slow * -0.02);
109
110 next.leg_bl.position = Vec3::new(
111 -s_a.leg_b.0,
112 s_a.leg_b.1,
113 s_a.leg_b.2 + slower * -0.3 + transition * -1.3,
114 );
115 next.leg_bl.orientation =
116 Quaternion::rotation_x(transition * 0.2) * Quaternion::rotation_y(slow * -0.02);
117
118 next.leg_br.position = Vec3::new(
119 s_a.leg_b.0,
120 s_a.leg_b.1,
121 s_a.leg_b.2 + slower * -0.3 + transition * -1.3,
122 );
123 next.leg_br.orientation =
124 Quaternion::rotation_x(transition * 0.2) * Quaternion::rotation_y(slow * -0.02);
125
126 next.foot_fl.position =
127 Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
128 next.foot_fl.orientation = Quaternion::rotation_x(transition * -0.3);
129
130 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
131 next.foot_fr.orientation = Quaternion::rotation_x(transition * -0.3);
132 next.foot_bl.position =
133 Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
134
135 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
136
137 next
138 }
139}