veloren_voxygen_anim/theropod/
idle.rs1use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
2use super::super::vek::*;
4use std::ops::Mul;
5
6pub struct IdleAnimation;
7
8impl Animation for IdleAnimation {
9 type Dependency<'a> = f32;
10 type Skeleton = TheropodSkeleton;
11
12 #[cfg(feature = "use-dyn-lib")]
13 const UPDATE_FN: &'static [u8] = b"theropod_idle\0";
14
15 #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_idle")]
16 fn update_skeleton_inner(
17 skeleton: &Self::Skeleton,
18 global_time: Self::Dependency<'_>,
19 anim_time: f32,
20 _rate: &mut f32,
21 s_a: &SkeletonAttr,
22 ) -> Self::Skeleton {
23 let mut next = (*skeleton).clone();
24
25 let breathe = (anim_time * 0.8).sin();
26 let head_look = Vec2::new(
27 (global_time / 2.0 + anim_time / 8.0)
28 .floor()
29 .mul(7331.0)
30 .sin()
31 * 0.5,
32 (global_time / 2.0 + anim_time / 8.0)
33 .floor()
34 .mul(1337.0)
35 .sin()
36 * 0.25,
37 );
38
39 next.head.scale = Vec3::one() * 1.02;
40 next.neck.scale = Vec3::one() * 0.98;
41 next.jaw.scale = Vec3::one() * 0.98;
42 next.foot_l.scale = Vec3::one() * 0.96;
43 next.foot_r.scale = Vec3::one() * 0.96;
44 next.leg_l.scale = Vec3::one() * 1.02;
45 next.leg_r.scale = Vec3::one() * 1.02;
46 next.hand_l.scale = Vec3::one() * 0.98;
47 next.hand_r.scale = Vec3::one() * 0.98;
48 next.tail_front.scale = Vec3::one() * 1.02;
49 next.tail_back.scale = Vec3::one() * 0.98;
50
51 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
52 next.head.orientation = Quaternion::rotation_x(head_look.y + breathe * 0.1 - 0.1)
53 * Quaternion::rotation_z(head_look.x);
54
55 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
56 next.jaw.orientation = Quaternion::rotation_x(breathe * 0.05 - 0.05);
57
58 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + breathe * 0.2);
59 next.neck.orientation = Quaternion::rotation_x(-0.1);
60
61 next.chest_front.position =
62 Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3);
63 next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04);
64
65 next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
66 next.chest_back.orientation = Quaternion::rotation_x(breathe * -0.04);
67
68 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
69 next.tail_front.orientation = Quaternion::rotation_x(0.1);
70
71 next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
72 next.tail_back.orientation = Quaternion::rotation_x(0.1);
73
74 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
75 next.hand_l.orientation = Quaternion::rotation_x(breathe * 0.2);
76
77 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
78 next.hand_r.orientation = Quaternion::rotation_x(breathe * 0.2);
79
80 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
81 next.leg_l.orientation = Quaternion::rotation_z(0.0);
82
83 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
84 next.leg_r.orientation = Quaternion::rotation_z(0.0);
85
86 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
87 next.foot_l.orientation = Quaternion::rotation_z(0.0);
88
89 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
90 next.foot_r.orientation = Quaternion::rotation_z(0.0);
91
92 next
93 }
94}