use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use std::ops::Mul; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = 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 duck_head_look = Vec2::new( (global_time / 2.0 + anim_time / 8.0) .floor() .mul(7331.0) .sin() * 0.5, (global_time / 2.0 + anim_time / 8.0) .floor() .mul(1337.0) .sin() * 0.25, ); let wave_slow_cos = (anim_time * 4.5).cos(); next.head.scale = Vec3::one() * 0.99; next.neck.scale = Vec3::one() * 1.01; next.leg_l.scale = Vec3::one(); next.leg_r.scale = Vec3::one(); next.foot_l.scale = Vec3::one() * 1.01; next.foot_r.scale = Vec3::one() * 1.01; next.chest.scale = Vec3::one() * s_a.scaler * 0.99; next.tail_front.scale = Vec3::one() * 1.01; next.tail_rear.scale = Vec3::one() * 0.99; next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(0.0); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2); 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); 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); if s_a.wyvern { next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler; next.chest.orientation = Quaternion::rotation_x(-0.1); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(duck_head_look.x) * Quaternion::rotation_x(0.4 - duck_head_look.y.abs() + wave_slow_cos * 0.01); 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(0.38); 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(-0.1); 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(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.4); next.wing_in_r.orientation = Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.4); 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_x(0.1) * Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7); next.wing_mid_r.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7); 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_x(0.0) * Quaternion::rotation_y(0.1) * Quaternion::rotation_z(0.55); next.wing_out_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(-0.55); } else { next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5) * s_a.scaler; next.chest.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_z(duck_head_look.x) * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01); 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(0.6); 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(-0.2); 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(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2); next.wing_in_r.orientation = Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2); 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(-0.1) * Quaternion::rotation_z(0.7); next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7); 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(-0.4) * Quaternion::rotation_z(0.2); next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2); } next } }