veloren_voxygen_anim/theropod/
idle.rs

1use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
2//use std::{f32::consts::PI, ops::Mul};
3use 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}