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95 lines
3.7 KiB
Rust
95 lines
3.7 KiB
Rust
use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
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//use std::{f32::consts::PI, ops::Mul};
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use super::super::vek::*;
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use std::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 = TheropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"theropod_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_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 breathe = (anim_time * 0.8).sin();
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let head_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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* 0.5,
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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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* 0.25,
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);
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next.head.scale = Vec3::one() * 1.02;
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next.neck.scale = Vec3::one() * 0.98;
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next.jaw.scale = Vec3::one() * 0.98;
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next.foot_l.scale = Vec3::one() * 0.96;
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next.foot_r.scale = Vec3::one() * 0.96;
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next.leg_l.scale = Vec3::one() * 1.02;
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next.leg_r.scale = Vec3::one() * 1.02;
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next.hand_l.scale = Vec3::one() * 0.98;
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next.hand_r.scale = Vec3::one() * 0.98;
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next.tail_front.scale = Vec3::one() * 1.02;
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next.tail_back.scale = Vec3::one() * 0.98;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
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next.head.orientation = Quaternion::rotation_x(head_look.y + breathe * 0.1 - 0.1)
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* Quaternion::rotation_z(head_look.x);
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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(breathe * 0.05 - 0.05);
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + breathe * 0.2);
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next.neck.orientation = Quaternion::rotation_x(-0.1);
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next.chest_front.position =
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Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3);
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next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04);
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next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
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next.chest_back.orientation = Quaternion::rotation_x(breathe * -0.04);
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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 = Quaternion::rotation_x(0.1);
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next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
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next.tail_back.orientation = Quaternion::rotation_x(0.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(breathe * 0.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(breathe * 0.2);
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
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next.leg_l.orientation = Quaternion::rotation_z(0.0);
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
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next.leg_r.orientation = Quaternion::rotation_z(0.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
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next.foot_l.orientation = Quaternion::rotation_z(0.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
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next.foot_r.orientation = Quaternion::rotation_z(0.0);
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next
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}
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}
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