veloren_voxygen_anim/character/
climb.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6use std::{f32::consts::PI, ops::Mul};
7
8pub struct ClimbAnimation;
9
10impl Animation for ClimbAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        Vec3<f32>,
15        Vec3<f32>,
16        f32,
17    );
18    type Skeleton = CharacterSkeleton;
19
20    #[cfg(feature = "use-dyn-lib")]
21    const UPDATE_FN: &'static [u8] = b"character_climb\0";
22
23    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_climb")]
24    fn update_skeleton_inner(
25        skeleton: &Self::Skeleton,
26        (_active_tool_kind, _second_tool_kind, velocity, _orientation, global_time): Self::Dependency<'_>,
27        anim_time: f32,
28        rate: &mut f32,
29        s_a: &SkeletonAttr,
30    ) -> Self::Skeleton {
31        let mut next = (*skeleton).clone();
32        let lateral = Vec2::<f32>::from(velocity).magnitude();
33        let speed = velocity.z;
34        *rate = speed;
35        let constant: f32 = 1.0;
36        let smooth = (anim_time * constant * 1.5).sin();
37        let smootha = (anim_time * constant * 1.5 + PI / 2.0).sin();
38        let drop = (anim_time * constant * 4.0 + PI / 2.0).sin();
39        let dropa = (anim_time * constant * 4.0).sin();
40
41        let quick = ((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5).sin()).powi(2))).sqrt())
42            * ((anim_time * constant * 1.5).sin());
43        let quicka =
44            ((5.0 / (0.6 + 4.0 * ((anim_time * constant * 1.5 + PI / 2.0).sin()).powi(2))).sqrt())
45                * ((anim_time * constant * 1.5 + PI / 2.0).sin());
46        let head_look = Vec2::new(
47            (global_time / 2.0 + anim_time / 2.0)
48                .floor()
49                .mul(7331.0)
50                .sin()
51                * 0.3,
52            (global_time / 2.0 + anim_time / 2.0)
53                .floor()
54                .mul(1337.0)
55                .sin()
56                * 0.15,
57        );
58        let stagnant = if speed > -0.7 { 1.0 } else { 0.0 }; //sets static position when there is no movement
59
60        if speed > 0.7 || lateral > 0.1 {
61            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + smootha * 0.2);
62            next.head.orientation = Quaternion::rotation_z(smooth * 0.1)
63                * Quaternion::rotation_x(0.6)
64                * Quaternion::rotation_y(quick * 0.1);
65
66            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + smootha * 1.1);
67            next.chest.orientation = Quaternion::rotation_z(quick * 0.25)
68                * Quaternion::rotation_x(-0.15)
69                * Quaternion::rotation_y(quick * -0.12);
70
71            next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
72
73            next.back.orientation = Quaternion::rotation_x(-0.2);
74
75            next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1);
76            next.shorts.orientation = Quaternion::rotation_z(quick * 0.0)
77                * Quaternion::rotation_x(0.1)
78                * Quaternion::rotation_y(quick * 0.10);
79
80            next.hand_l.position = Vec3::new(
81                -s_a.hand.0,
82                4.0 + s_a.hand.1 + quicka * 1.5,
83                5.0 + s_a.hand.2 - quick * 4.0,
84            );
85            next.hand_l.orientation = Quaternion::rotation_x(2.2 + quicka * 0.5);
86
87            next.hand_r.position = Vec3::new(
88                s_a.hand.0,
89                5.0 + s_a.hand.1 - quicka * 1.5,
90                5.0 + s_a.hand.2 + quick * 4.0,
91            );
92            next.hand_r.orientation = Quaternion::rotation_x(2.2 - quicka * 0.5);
93
94            next.foot_l.position =
95                Vec3::new(-s_a.foot.0, 5.0 + s_a.foot.1, s_a.foot.2 + quick * 2.5);
96            next.foot_l.orientation = Quaternion::rotation_x(0.2 - quicka * 0.5);
97
98            next.foot_r.position =
99                Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2 - quick * 2.5);
100            next.foot_r.orientation = Quaternion::rotation_x(0.2 + quicka * 0.5);
101
102            next.shoulder_l.orientation = Quaternion::rotation_x(smootha * 0.15);
103
104            next.shoulder_r.orientation = Quaternion::rotation_x(smooth * 0.15);
105
106            next.lantern.orientation =
107                Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
108
109            next.torso.position = Vec3::new(0.0, -2.2 + smooth * -0.88, 4.4);
110        } else {
111            next.head.position = Vec3::new(0.0, -1.0 - stagnant + s_a.head.0, s_a.head.1);
112            next.head.orientation = Quaternion::rotation_x(
113                -0.25 * (1.0 - stagnant) + stagnant * 2.0 * head_look.x.abs(),
114            ) * Quaternion::rotation_z(stagnant * 3.5 * head_look.x.abs());
115
116            next.chest.position = Vec3::new(0.0, 1.0 + s_a.chest.0, s_a.chest.1);
117            next.chest.orientation = Quaternion::rotation_z(0.6 * stagnant)
118                * Quaternion::rotation_x((0.2 + drop * 0.05) * (1.0 - stagnant));
119
120            next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1);
121            next.belt.orientation = Quaternion::rotation_x(0.1 + dropa * 0.1);
122
123            next.back.orientation = Quaternion::rotation_x(
124                -0.2 + dropa * 0.1 - 0.15 * (1.0 - stagnant) + stagnant * 0.1,
125            );
126
127            next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1);
128            next.shorts.orientation = Quaternion::rotation_x(0.1 + dropa * 0.12 * (1.0 - stagnant));
129
130            next.hand_l.position = Vec3::new(
131                -s_a.hand.0,
132                7.5 + stagnant * -5.0 + s_a.hand.1,
133                7.0 + stagnant * -7.0 + s_a.hand.2 + dropa * -1.0 * (1.0 - stagnant),
134            );
135            next.hand_l.orientation = Quaternion::rotation_x(2.2 + stagnant * -1.4)
136                * Quaternion::rotation_y((0.3 + dropa * 0.1) * (1.0 - stagnant));
137
138            next.hand_r.position = Vec3::new(
139                s_a.hand.0,
140                7.5 + stagnant * -2.5 + s_a.hand.1,
141                5.0 + s_a.hand.2 + drop * -1.0 * (1.0 - stagnant),
142            );
143            next.hand_r.orientation = Quaternion::rotation_x(2.2)
144                * Quaternion::rotation_y(-0.3 + drop * 0.1 * (1.0 - stagnant));
145
146            next.foot_l.position = Vec3::new(
147                -s_a.foot.0,
148                4.0 + stagnant * 3.0 + s_a.foot.1,
149                1.0 + s_a.foot.2 + drop * -2.0 * (1.0 - stagnant),
150            );
151            next.foot_l.orientation = Quaternion::rotation_x(0.55 + drop * 0.1 * (1.0 - stagnant));
152
153            next.foot_r.position = Vec3::new(
154                s_a.foot.0,
155                2.0 + stagnant * 4.0 + s_a.foot.1,
156                -2.0 + s_a.foot.2 + smooth * 1.0 * (1.0 - stagnant),
157            );
158            next.foot_r.orientation =
159                Quaternion::rotation_x(0.2 + smooth * 0.15 * (1.0 - stagnant));
160
161            next.torso.position = Vec3::new(0.0, -2.2, 4.4);
162        };
163
164        next
165    }
166}