veloren_voxygen_anim/character/
collect.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6use std::f32::consts::PI;
7
8pub struct CollectAnimation;
9
10impl Animation for CollectAnimation {
11 type Dependency<'a> = (Vec3<f32>, f32, Option<StageSection>, Vec3<f32>, bool);
12 type Skeleton = CharacterSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"character_collect\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_collect")]
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (position, _global_time, stage_section, sprite_pos, is_riding): Self::Dependency<'_>,
21 anim_time: f32,
22 rate: &mut f32,
23 s_a: &SkeletonAttr,
24 ) -> Self::Skeleton {
25 *rate = 1.0;
26 let mut next = (*skeleton).clone();
27
28 let (movement1, move2, move2alt, move3) = match stage_section {
29 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
30 Some(StageSection::Action) => (
31 1.0,
32 (anim_time * 12.0).sin(),
33 (anim_time * 9.0 + PI / 2.0).sin(),
34 0.0,
35 ),
36 Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
37 _ => (0.0, 0.0, 0.0, 0.0),
38 };
39 let z_diff = (sprite_pos.z - position.z).round();
40 let z_diff = if z_diff > 0.0 { z_diff / 9.0 } else { 0.0 };
41 let squat = (1.0 - z_diff).powf(4.0);
42
43 let pullback = 1.0 - move3;
44
45 let move1 = movement1 * pullback * squat;
46 let move1_nosquat = movement1 * pullback;
47 let upshift = if squat < 0.35 {
48 move1_nosquat * 0.3
49 } else {
50 0.0
51 };
52 next.head.orientation = Quaternion::rotation_x(move1_nosquat * 0.2 + upshift * 1.3);
53
54 next.chest.position = Vec3::new(
55 0.0,
56 s_a.chest.0 + upshift * 3.0,
57 s_a.chest.1 + move2 * 0.15 + upshift * 3.0,
58 );
59 next.chest.orientation = Quaternion::rotation_x(move1 * -1.0 + move2alt * 0.015);
60
61 next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1 + move1 * -0.0);
62 next.belt.orientation = Quaternion::rotation_x(move1 * 0.2);
63
64 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
65
66 next.shorts.position =
67 Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * -0.0);
68 next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3);
69
70 next.hand_l.position = Vec3::new(
71 -s_a.hand.0 + move1_nosquat * 4.0 - move2alt * 1.0,
72 s_a.hand.1 + move1_nosquat * 8.0 + move2 * 1.0 + upshift * -5.0,
73 s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0,
74 );
75
76 next.hand_l.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0)
77 * Quaternion::rotation_y(move1_nosquat * -0.3 + move2alt * -0.2);
78
79 next.hand_r.position = Vec3::new(
80 s_a.hand.0 + move1_nosquat * -4.0 - move2 * 1.0,
81 s_a.hand.1 + move1_nosquat * 8.0 + move2alt * -1.0 + upshift * -5.0,
82 s_a.hand.2 + move1_nosquat * 5.0 + upshift * 15.0,
83 );
84 next.hand_r.orientation = Quaternion::rotation_x(move1_nosquat * 1.9 + upshift * 2.0)
85 * Quaternion::rotation_y(move1_nosquat * 0.3 + move2 * 0.3);
86
87 if !is_riding {
88 next.foot_l.position = Vec3::new(
89 -s_a.foot.0,
90 s_a.foot.1 + move1 * 2.0 + upshift * -3.5,
91 s_a.foot.2 + upshift * 2.0,
92 );
93 next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.2 + upshift * -2.2);
94
95 next.foot_r.position = Vec3::new(
96 s_a.foot.0,
97 s_a.foot.1 + move1 * -4.0 + upshift * -0.5,
98 s_a.foot.2 + upshift * 2.0,
99 );
100 next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.8 + upshift * -1.2);
101 }
102 next
103 }
104}