veloren_voxygen_anim/quadruped_medium/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedMediumSkeleton, 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 = QuadrupedMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"quadruped_medium_idle\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_idle")]
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
26        let slower = (anim_time * 1.0 + PI).sin();
27        let slow = (anim_time * 3.5 + PI).sin();
28
29        let look = Vec2::new(
30            (global_time / 2.0 + anim_time / 8.0)
31                .floor()
32                .mul(7331.0)
33                .sin()
34                * 0.5,
35            (global_time / 2.0 + anim_time / 8.0)
36                .floor()
37                .mul(1337.0)
38                .sin()
39                * 0.25,
40        );
41        let tailmove = Vec2::new(
42            (global_time / 2.0 + anim_time / 2.0)
43                .floor()
44                .mul(7331.0)
45                .sin()
46                * 0.25,
47            (global_time / 2.0 + anim_time / 2.0)
48                .floor()
49                .mul(1337.0)
50                .sin()
51                * 0.125,
52        );
53
54        next.neck.scale = Vec3::one() * 1.02;
55        next.jaw.scale = Vec3::one() * 1.02;
56        next.leg_fl.scale = Vec3::one() * 1.02;
57        next.leg_fr.scale = Vec3::one() * 1.02;
58        next.leg_bl.scale = Vec3::one() * 1.02;
59        next.leg_br.scale = Vec3::one() * 1.02;
60        next.foot_fl.scale = Vec3::one() * 0.96;
61        next.foot_fr.scale = Vec3::one() * 0.96;
62        next.foot_bl.scale = Vec3::one() * 0.96;
63        next.foot_br.scale = Vec3::one() * 0.96;
64        next.ears.scale = Vec3::one() * 1.02;
65
66        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slower * 0.2);
67        next.head.orientation =
68            Quaternion::rotation_z(0.3 * look.x) * Quaternion::rotation_x(0.3 * look.y);
69
70        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + slower * 0.1);
71
72        next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
73        next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 - 0.08);
74        next.jaw.scale = Vec3::one() * 1.02;
75
76        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
77        next.tail.orientation =
78            Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
79
80        next.torso_front.position =
81            Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1 + slower * 0.3);
82        next.torso_front.orientation = Quaternion::rotation_y(slow * 0.02);
83
84        next.torso_back.position =
85            Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1 + slower * 0.2);
86        next.torso_back.orientation = Quaternion::rotation_y(-slow * 0.005);
87
88        next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
89        next.ears.orientation = Quaternion::rotation_x(0.0 + slower * 0.03);
90
91        next.leg_fl.position = Vec3::new(
92            -s_a.leg_f.0,
93            s_a.leg_f.1,
94            s_a.leg_f.2 + slow * -0.15 + slower * -0.15,
95        );
96        next.leg_fl.orientation = Quaternion::rotation_y(slow * -0.02);
97        next.leg_fl.scale = Vec3::one() * 1.02;
98
99        next.leg_fr.position = Vec3::new(
100            s_a.leg_f.0,
101            s_a.leg_f.1,
102            s_a.leg_f.2 + slow * 0.15 + slower * -0.15,
103        );
104        next.leg_fr.orientation = Quaternion::rotation_y(slow * -0.02);
105
106        next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2 + slower * -0.3);
107        next.leg_bl.orientation = Quaternion::rotation_y(slow * -0.02);
108
109        next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2 + slower * -0.3);
110        next.leg_br.orientation = Quaternion::rotation_y(slow * -0.02);
111
112        next.foot_fl.position =
113            Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
114
115        next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
116
117        next.foot_bl.position =
118            Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
119
120        next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
121
122        next
123    }
124}