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

75 lines
2.5 KiB
Rust
Raw Normal View History

use super::{
super::{Animation, SkeletonAttr},
BirdMediumSkeleton,
};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Skeleton = BirdMediumSkeleton;
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.duck_m_head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
next.duck_m_head.ori =
Quaternion::rotation_z(duck_m_look.x) * Quaternion::rotation_x(duck_m_look.y);
next.duck_m_head.scale = Vec3::one() / 10.88;
next.duck_m_torso.offset =
Vec3::new(0.0, 4.5 - wave_ultra_slow_cos * 0.12, 2.0);
next.duck_m_torso.ori = Quaternion::rotation_x(0.0);
next.duck_m_torso.scale = Vec3::one() * 1.01;
next.duck_m_tail.offset = Vec3::new(0.0, 3.1, -4.5);
next.duck_m_tail.ori = Quaternion::rotation_z(0.0);
next.duck_m_tail.scale = Vec3::one() * 0.98;
next.duck_m_wing_l.offset = Vec3::new(0.0, -13.0, 8.0) / 11.0;
next.duck_m_wing_l.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0);
next.duck_m_wing_l.scale = Vec3::one() / 11.0;
next.duck_m_wing_r.offset = Vec3::new(0.0, -11.7, 11.0) / 11.0;
next.duck_m_wing_r.ori = Quaternion::rotation_y(0.0);
next.duck_m_wing_r.scale = Vec3::one() / 11.0;
next.duck_m_leg_l.offset = Vec3::new(0.0, 0.0, 12.0) / 11.0;
next.duck_m_leg_l.ori = Quaternion::rotation_y(0.0);
next.duck_m_leg_l.scale = Vec3::one() / 10.5;
next.duck_m_leg_r.offset = Vec3::new(0.0, 0.75, 5.25);
next.duck_m_leg_r.ori = Quaternion::rotation_x(0.0);
next.duck_m_leg_r.scale = Vec3::one() * 1.00;
next
}
}