veloren/voxygen/src/anim/dragon/idle.rs

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2019-10-23 04:59:05 +00:00
use super::{
super::{Animation, SkeletonAttr},
DragonSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Skeleton = DragonSkeleton;
type Dependency = (f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: Self::Dependency,
anim_time: f64,
_rate: &mut f32,
_skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
let duck_m_look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.dragon_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.dragon_head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.dragon_head.scale = Vec3::one() / 10.88;
next.dragon_chest_front.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_chest_front.ori = Quaternion::rotation_x(0.0);
next.dragon_chest_front.scale = Vec3::one() * 1.01;
next.dragon_chest_rear.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_chest_rear.ori = Quaternion::rotation_x(0.0);
next.dragon_chest_rear.scale = Vec3::one() * 1.01;
next.dragon_tail_front.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_tail_front.ori = Quaternion::rotation_x(0.0);
next.dragon_tail_front.scale = Vec3::one() * 1.01;
next.dragon_tail_rear.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_tail_rear.ori = Quaternion::rotation_x(0.0);
next.dragon_tail_rear.scale = Vec3::one() * 1.01;
next.dragon_wing_in_l.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_wing_in_l.ori = Quaternion::rotation_x(0.0);
next.dragon_wing_in_l.scale = Vec3::one() * 1.01;
next.dragon_wing_in_r.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_wing_in_r.ori = Quaternion::rotation_x(0.0);
next.dragon_wing_in_r.scale = Vec3::one() * 1.01;
next.dragon_wing_out_l.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_wing_out_l.ori = Quaternion::rotation_x(0.0);
next.dragon_wing_out_l.scale = Vec3::one() * 1.01;
next.dragon_wing_out_r.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_wing_out_r.ori = Quaternion::rotation_x(0.0);
next.dragon_wing_out_r.scale = Vec3::one() * 1.01;
next.dragon_foot_fl.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_foot_fl.ori = Quaternion::rotation_x(0.0);
next.dragon_foot_fl.scale = Vec3::one() * 1.01;
next.dragon_foot_fr.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_foot_fr.ori = Quaternion::rotation_x(0.0);
next.dragon_foot_fr.scale = Vec3::one() * 1.01;
next.dragon_foot_bl.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_foot_bl.ori = Quaternion::rotation_x(0.0);
next.dragon_foot_bl.scale = Vec3::one() * 1.01;
next.dragon_foot_br.offset = Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
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next.dragon_foot_br.ori = Quaternion::rotation_x(0.0);
next.dragon_foot_br.scale = Vec3::one() * 1.01;
next
}
}