veloren_voxygen_anim/character/
gliding.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use std::ops::Mul;
6
7pub struct GlidingAnimation;
8
9type GlidingAnimationDependency = (Vec3<f32>, Quaternion<f32>, Quaternion<f32>, f32, f32);
10
11impl Animation for GlidingAnimation {
12 type Dependency<'a> = GlidingAnimationDependency;
13 type Skeleton = CharacterSkeleton;
14
15 #[cfg(feature = "use-dyn-lib")]
16 const UPDATE_FN: &'static [u8] = b"character_gliding\0";
17
18 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_gliding")]
19
20 fn update_skeleton_inner(
21 skeleton: &Self::Skeleton,
22 (velocity, orientation, glider_orientation, global_time, acc_vel): Self::Dependency<'_>,
23 anim_time: f32,
24 _rate: &mut f32,
25 s_a: &SkeletonAttr,
26 ) -> Self::Skeleton {
27 let mut next = (*skeleton).clone();
28
29 next.glider_trails = true;
30
31 let speednorm = velocity.magnitude().min(50.0) / 50.0;
32 let slow = (acc_vel * 0.1).sin();
33
34 let head_look = Vec2::new(
35 ((global_time + anim_time) / 4.0).floor().mul(7331.0).sin() * 0.5,
36 ((global_time + anim_time) / 4.0).floor().mul(1337.0).sin() * 0.25,
37 );
38
39 let speedlog = speednorm.powi(2);
40 let chest_ori = Quaternion::rotation_z(slow * 0.01);
41 let chest_global_inv = (orientation * chest_ori).inverse();
42 let glider_ori = chest_global_inv * glider_orientation;
43 let glider_pos = Vec3::new(0.0, -5.0 + speedlog * 2.0, 13.0);
44
45 next.head.orientation = Quaternion::rotation_x(0.5 + head_look.y * speednorm)
46 * Quaternion::rotation_z(head_look.x);
47
48 next.glider.position = glider_pos;
49 next.glider.orientation = glider_ori;
50 next.glider.scale = Vec3::one();
51
52 next.chest.orientation = chest_ori;
53
54 next.belt.orientation = Quaternion::rotation_z(0.0);
56 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
57 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
58 next.shorts.orientation = Quaternion::rotation_z(slow * 0.15);
59
60 next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
61 next.shoulder_l.orientation = next.shoulder_r.orientation;
62
63 next.hand_l.position =
64 glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
65 next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
66
67 next.hand_r.position =
68 glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
69 next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
70
71 next.foot_l.position = Vec3::new(
72 -s_a.foot.0,
73 s_a.foot.1 + speedlog * -1.0 - slow * 2.3,
74 s_a.foot.2,
75 );
76 next.foot_l.orientation = Quaternion::rotation_x(-speedlog + slow * -1.3 * speedlog);
77
78 next.foot_r.position = Vec3::new(
79 s_a.foot.0,
80 s_a.foot.1 + speedlog * -1.0 + slow * 2.3,
81 s_a.foot.2,
82 );
83 next.foot_r.orientation = Quaternion::rotation_x(-speedlog + slow * 1.3 * speedlog);
84
85 next
86 }
87}