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86 lines
3.2 KiB
Rust
86 lines
3.2 KiB
Rust
use super::{
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super::{vek::*, Animation},
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QuadrupedLowSkeleton, SkeletonAttr,
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};
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use std::{f32::consts::PI, ops::Mul};
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency<'a> = f32;
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type Skeleton = QuadrupedLowSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_low_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_idle")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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global_time: Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let slower = (anim_time * 1.25).sin();
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let slow = (anim_time * 2.5).sin();
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let slowalt = (anim_time * 2.5 + PI / 2.0).sin();
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let dragon_look = Vec2::new(
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(global_time / 2.0 + anim_time / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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(global_time / 2.0 + anim_time / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.jaw.scale = Vec3::one() * 0.98;
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
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next.tail_front.scale = Vec3::one() * 0.98;
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next.tail_rear.scale = Vec3::one() * 0.98;
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next.head_upper.position =
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Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1 + slower * 0.2);
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next.head_upper.orientation = Quaternion::rotation_z(0.8 * dragon_look.x)
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* Quaternion::rotation_x(0.8 * dragon_look.y);
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next.head_lower.position =
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Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1 + slower * 0.20);
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next.head_lower.orientation = Quaternion::rotation_z(0.8 * dragon_look.x)
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* Quaternion::rotation_x(0.8 * dragon_look.y);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
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next.chest.orientation = Quaternion::rotation_y(slow * 0.03);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation =
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Quaternion::rotation_x(0.15) * Quaternion::rotation_z(slowalt * 0.12);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation =
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Quaternion::rotation_z(slowalt * 0.12) * Quaternion::rotation_x(-0.12);
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fl.orientation = Quaternion::rotation_y(slow * -0.05);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.orientation = Quaternion::rotation_y(slow * -0.05);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_bl.orientation = Quaternion::rotation_y(slow * -0.05);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_br.orientation = Quaternion::rotation_y(slow * -0.05);
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next
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}
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}
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