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

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use super::{super::Animation, QuadrupedLowSkeleton, SkeletonAttr};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency = f64;
type Skeleton = QuadrupedLowSkeleton;
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();
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let ultra_slow = 0.0*(anim_time as f32 * 1.0).sin();
let slow = 0.0*(anim_time as f32 * 2.5).sin();
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let slowalt = (anim_time as f32 * 2.5 + PI / 2.0).sin();
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let dragon_look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(7331.0)
.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(1337.0)
.sin()
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* 0.1,
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);
next.head_upper.offset = Vec3::new(
0.0,
skeleton_attr.head_upper.0,
skeleton_attr.head_upper.1 + ultra_slow * 0.20,
);
next.head_upper.ori = Quaternion::rotation_z(0.8 * dragon_look.x)
* Quaternion::rotation_x(0.8 * dragon_look.y);
next.head_upper.scale = Vec3::one();
next.head_lower.offset = Vec3::new(
0.0,
skeleton_attr.head_lower.0,
skeleton_attr.head_lower.1 + ultra_slow * 0.20,
);
next.head_lower.ori = Quaternion::rotation_z(0.8 * dragon_look.x)
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* Quaternion::rotation_x( 0.8 * dragon_look.y);
next.head_lower.scale = Vec3::one();
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next.jaw.offset = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.ori = Quaternion::rotation_x(slow * 0.04);
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next.jaw.scale = Vec3::one()*0.98;
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next.chest.offset = Vec3::new(
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0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1,
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)/6.0;
next.chest.ori = Quaternion::rotation_y(slow * 0.01);
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next.chest.scale = Vec3::one() /6.0;
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next.tail_front.offset =
Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
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next.tail_front.ori = Quaternion::rotation_x(0.15)*Quaternion::rotation_z(slowalt * 0.12);
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next.tail_front.scale = Vec3::one()*0.98;
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next.tail_rear.offset =
Vec3::new(0.0, skeleton_attr.tail_rear.0, skeleton_attr.tail_rear.1);
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next.tail_rear.ori = Quaternion::rotation_z(slowalt * 0.12)*Quaternion::rotation_x(-0.12);
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next.tail_rear.scale = Vec3::one()*0.98;
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next.foot_fl.offset = Vec3::new(
-skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2,
);
next.foot_fl.ori = Quaternion::rotation_x(0.0);
next.foot_fl.scale = Vec3::one();
next.foot_fr.offset = Vec3::new(
skeleton_attr.feet_f.0,
skeleton_attr.feet_f.1,
skeleton_attr.feet_f.2,
);
next.foot_fr.ori = Quaternion::rotation_x(0.0);
next.foot_fr.scale = Vec3::one();
next.foot_bl.offset = Vec3::new(
-skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2,
);
next.foot_bl.ori = Quaternion::rotation_x(0.0);
next.foot_bl.scale = Vec3::one();
next.foot_br.offset = Vec3::new(
skeleton_attr.feet_b.0,
skeleton_attr.feet_b.1,
skeleton_attr.feet_b.2,
);
next.foot_br.ori = Quaternion::rotation_x(0.0);
next.foot_br.scale = Vec3::one();
next
}
}