veloren_voxygen_anim/character/
crawl.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use std::{f32::consts::PI, ops::Mul};
6
7pub struct CrawlAnimation;
8
9impl Animation for CrawlAnimation {
10 type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
11 type Skeleton = CharacterSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"character_crawl\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_crawl")]
17
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (velocity, orientation, last_ori, global_time): Self::Dependency<'_>,
21 anim_time: f32,
22 rate: &mut f32,
23 s_a: &SkeletonAttr,
24 ) -> Self::Skeleton {
25 let mut next = (*skeleton).clone();
26 let speed = Vec2::<f32>::from(velocity).magnitude();
27 *rate = 1.0;
28 let slow = (anim_time * 3.0).sin();
29 let breathe = ((anim_time * 0.5).sin()).abs();
30 let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
31 let lab: f32 = 1.0;
32
33 let short = (anim_time * lab * 7.0).sin();
34 let noisea = (anim_time * 11.0 + PI / 6.0).sin();
35 let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
36
37 let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
38 * ((anim_time * lab * 7.0).sin());
39
40 let head_look = Vec2::new(
41 (global_time / 3.0 + anim_time / 40.0)
42 .floor()
43 .mul(7331.0)
44 .sin()
45 * 0.2,
46 (global_time / 3.0 + anim_time / 37.0)
47 .floor()
48 .mul(1337.0)
49 .sin()
50 * 0.1,
51 );
52
53 let orientation: Vec2<f32> = Vec2::from(orientation);
54 let last_ori = Vec2::from(last_ori);
55 let tilt = if vek::Vec2::new(orientation, last_ori)
56 .map(|o| o.magnitude_squared())
57 .map(|m| m > 0.001 && m.is_finite())
58 .reduce_and()
59 && orientation.angle_between(last_ori).is_finite()
60 {
61 orientation.angle_between(last_ori).min(0.2)
62 * last_ori.determine_side(Vec2::zero(), orientation).signum()
63 } else {
64 0.0
65 } * 1.3;
66
67 next.hold.scale = Vec3::one() * 0.0;
68
69 if speed > 0.5 {
70 next.hand_l.position = Vec3::new(-s_a.hand.0, 5.0 + s_a.hand.1, 11.0 - s_a.hand.2);
71 next.hand_l.orientation = Quaternion::rotation_x(3.0);
72
73 next.hand_r.position = Vec3::new(s_a.hand.0, 5.0 + s_a.hand.1, 11.0 - s_a.hand.2);
74 next.hand_r.orientation = Quaternion::rotation_x(3.0);
75
76 next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
77 next.head.orientation =
78 Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
79 * Quaternion::rotation_x(head_look.y + 0.65);
80
81 next.chest.position = Vec3::new(0.0, s_a.chest.0, -5.0 + s_a.chest.1 + slow * 0.03);
82 next.chest.orientation = Quaternion::rotation_z(0.03 + short * 0.08 + tilt * -0.2)
83 * Quaternion::rotation_x(-1.25);
84
85 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
86 next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
87
88 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
89 next.shorts.orientation = Quaternion::rotation_z(0.0 + head_look.x * -0.2);
90
91 next.back.orientation =
92 Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.01 + noiseb * 0.01);
93
94 next.foot_l.position = Vec3::new(-s_a.foot.0, -10.0 + s_a.foot.1, 1.0 + s_a.foot.2);
95 next.foot_l.orientation = Quaternion::rotation_x(-1.6 + walkintensity * 0.5 * short);
96
97 next.foot_r.position = Vec3::new(s_a.foot.0, -10.0 + s_a.foot.1, 1.0 + s_a.foot.2);
98 next.foot_r.orientation = Quaternion::rotation_x(-1.6 - walkintensity * 0.5 * short);
99
100 next.shoulder_l.orientation = Quaternion::rotation_x(2.2);
101
102 next.shoulder_r.orientation = Quaternion::rotation_x(2.2);
103
104 next.lantern.orientation =
105 Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
106 } else {
107 next.head.position = Vec3::new(
108 0.0,
109 1.0 + s_a.head.0,
110 -2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
111 );
112 next.head.orientation = Quaternion::rotation_z(head_look.x)
113 * Quaternion::rotation_x(0.8 + head_look.y.abs());
114
115 next.chest.position = Vec3::new(0.0, s_a.chest.0, -5.0 + s_a.chest.1 + slow * 0.1);
116 next.chest.orientation = Quaternion::rotation_x(-1.25);
117
118 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
119 next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
120
121 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
122 next.shorts.orientation = Quaternion::rotation_z(0.0 + head_look.x * -0.2);
123
124 next.hand_l.position = Vec3::new(-s_a.hand.0, 5.0 + s_a.hand.1, 11.0 - s_a.hand.2);
125 next.hand_l.orientation = Quaternion::rotation_x(3.0);
126
127 next.hand_r.position = Vec3::new(s_a.hand.0, 5.0 + s_a.hand.1, 11.0 - s_a.hand.2);
128 next.hand_r.orientation = Quaternion::rotation_x(3.0);
129
130 next.foot_l.position = Vec3::new(-s_a.foot.0, -10.0 + s_a.foot.1, 1.0 + s_a.foot.2);
131 next.foot_l.orientation = Quaternion::rotation_x(-1.6);
132
133 next.foot_r.position = Vec3::new(s_a.foot.0, -10.0 + s_a.foot.1, 1.0 + s_a.foot.2);
134 next.foot_r.orientation = Quaternion::rotation_x(-1.6);
135
136 next.shoulder_l.orientation = Quaternion::rotation_x(2.2);
137
138 next.shoulder_r.orientation = Quaternion::rotation_x(2.2);
139 }
140
141 next.do_hold_lantern(s_a, anim_time, anim_time, speed / 10.0, 0.0, tilt);
142
143 next
144 }
145}