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

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use super::{
super::{vek::*, Animation},
BirdLargeSkeleton, SkeletonAttr,
};
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency = f32;
type Skeleton = BirdLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"bird_large_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let fast = anim_time * 4.0;
let freq = 8.0;
let off2 = -1.7;
let off3 = -2.0;
let off4 = -2.4;
let flap1 = 7.0 / 16.0 * (freq * anim_time).sin()
+ 7.0 / 64.0 * (freq * 2.0 * anim_time).sin()
+ 1.0 / 48.0 * (freq * 3.0 * anim_time).sin();
let flap2 = 7.0 / 16.0 * (freq * anim_time + off2).sin()
+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off2).sin()
+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off2).sin();
let flap3 = 7.0 / 16.0 * (freq * anim_time + off3).sin()
+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off3).sin()
+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off3).sin();
let flap4 = 7.0 / 16.0 * (freq * anim_time + off4).sin()
+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off4).sin()
+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off4).sin();
next.chest.scale = Vec3::one() * s_a.scaler / 4.0;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 4.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(0.0);
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(0.0);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
next.wing_in_l.orientation = Quaternion::rotation_y(0.0);
next.wing_in_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.0);
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
next.wing_mid_l.orientation = Quaternion::rotation_y(0.0);
next.wing_mid_r.orientation = Quaternion::rotation_y(0.0);
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
next.wing_out_l.orientation = Quaternion::rotation_y(0.0);
next.wing_out_r.orientation = Quaternion::rotation_y(0.0);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + 3.0);
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + 3.0);
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next
}
}