veloren_voxygen_anim/quadruped_small/
feed.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedSmallSkeleton, 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 = QuadrupedSmallSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"quadruped_small_feed\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_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
26        let slow = (anim_time * 5.0).sin();
27        let quick = (anim_time * 14.0).sin();
28
29        let slow_alt = (anim_time * 3.5 + PI).sin();
30
31        let head_look = Vec2::new(
32            (global_time / 2.0 + anim_time / 2.0)
33                .floor()
34                .mul(7331.0)
35                .sin()
36                * 1.0,
37            (global_time / 2.0 + anim_time / 2.0)
38                .floor()
39                .mul(1337.0)
40                .sin()
41                * 0.5,
42        );
43
44        next.head.position = Vec3::new(0.0, s_a.head.0 + 1.5, s_a.head.1 + slow * 0.2);
45        next.head.orientation = Quaternion::rotation_z(head_look.y)
46            * Quaternion::rotation_x(slow * 0.05 + quick * 0.08 - 0.4 * s_a.feed);
47
48        next.chest.position = Vec3::new(slow * 0.02, s_a.chest.0, s_a.chest.1);
49        next.chest.orientation =
50            Quaternion::rotation_x(-0.35 * s_a.feed) * Quaternion::rotation_y(head_look.y * 0.1);
51
52        next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + 0.5);
53        next.leg_fl.orientation = Quaternion::rotation_x(slow * 0.01 + 0.25 * s_a.feed)
54            * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1);
55
56        next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + 0.5);
57        next.leg_fr.orientation = Quaternion::rotation_x(slow_alt * 0.01 + 0.25 * s_a.feed)
58            * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1);
59
60        next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1 + 1.0, s_a.feet_b.2 - 1.0);
61        next.leg_bl.orientation = Quaternion::rotation_x(slow_alt * 0.01 + 0.15 * s_a.feed)
62            * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1);
63
64        next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1 + 1.0, s_a.feet_b.2 - 1.0);
65        next.leg_br.orientation = Quaternion::rotation_x(slow * 0.01 + 0.15 * s_a.feed)
66            * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1);
67
68        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
69        next.tail.orientation = Quaternion::rotation_z(slow * 0.3 + head_look.y * 0.3);
70
71        next
72    }
73}