veloren_voxygen_anim/character/
jump.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6    comp::item::{Hands, ToolKind},
7    util::Dir,
8};
9
10pub struct JumpAnimation;
11impl Animation for JumpAnimation {
12    type Dependency<'a> = (
13        Option<ToolKind>,
14        Option<ToolKind>,
15        (Option<Hands>, Option<Hands>),
16        Vec3<f32>,
17        Vec3<f32>,
18        Vec3<f32>,
19        Dir,
20        f32,
21    );
22    type Skeleton = CharacterSkeleton;
23
24    #[cfg(feature = "use-dyn-lib")]
25    const UPDATE_FN: &'static [u8] = b"character_jump\0";
26
27    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_jump"))]
28    fn update_skeleton_inner(
29        skeleton: &Self::Skeleton,
30        (
31            active_tool_kind,
32            second_tool_kind,
33            hands,
34            velocity,
35            orientation,
36            last_ori,
37            look_dir,
38            global_time,
39        ): Self::Dependency<'_>,
40        anim_time: f32,
41        _rate: &mut f32,
42        s_a: &SkeletonAttr,
43    ) -> Self::Skeleton {
44        let mut next = (*skeleton).clone();
45        let slow = (anim_time * 7.0).sin();
46
47        let subtract = global_time - anim_time;
48        let check = subtract - subtract.trunc();
49        let switch = (check - 0.5).signum();
50
51        let falling = (velocity.z * 0.1).clamped(-1.0, 1.0);
52        let speed = Vec2::<f32>::from(velocity).magnitude();
53        let speednorm = (speed / 10.0).min(1.0);
54
55        let ori: Vec2<f32> = Vec2::from(orientation);
56        let last_ori_xy = Vec2::from(last_ori);
57        let tilt = if vek::Vec2::new(ori, last_ori_xy)
58            .map(|o| o.magnitude_squared())
59            .map(|m| m > 0.001 && m.is_finite())
60            .reduce_and()
61            && ori.angle_between(last_ori_xy).is_finite()
62        {
63            ori.angle_between(last_ori_xy).min(0.2)
64                * last_ori_xy.determine_side(Vec2::zero(), ori).signum()
65        } else {
66            0.0
67        } * 1.3;
68
69        next.hold.scale = Vec3::one() * 0.0;
70
71        next.head.scale = Vec3::one() * s_a.head_scale;
72        next.shoulder_l.scale = Vec3::one() * 1.1;
73        next.shoulder_r.scale = Vec3::one() * 1.1;
74        next.back.scale = Vec3::one() * 1.02;
75
76        next.head.position = Vec3::new(0.0, s_a.head.0, -1.0 + s_a.head.1);
77        next.head.orientation =
78            Quaternion::rotation_x(0.25 + slow * 0.04) * Quaternion::rotation_z(tilt * -2.5);
79
80        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0);
81        next.chest.orientation =
82            Quaternion::rotation_x(speednorm * -0.3) * Quaternion::rotation_z(tilt * -2.0);
83
84        next.belt.position = Vec3::new(
85            0.0,
86            s_a.belt.0 + speednorm * 1.2,
87            s_a.belt.1 + speednorm * 1.0,
88        );
89        next.belt.orientation =
90            Quaternion::rotation_x(speednorm * 0.3) * Quaternion::rotation_z(tilt * 2.0);
91
92        next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
93        next.back.orientation = Quaternion::rotation_z(0.0);
94
95        next.shorts.position = Vec3::new(
96            0.0,
97            s_a.shorts.0 + speednorm * 1.2,
98            s_a.shorts.1 + speednorm * 1.0,
99        );
100        next.shorts.orientation =
101            Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);
102
103        if switch > 0.0 {
104            next.hand_l.position = Vec3::new(
105                -s_a.hand.0,
106                1.0 + s_a.hand.1 + 4.0,
107                2.0 + s_a.hand.2 + slow * 1.5,
108            );
109            next.hand_l.orientation =
110                Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(0.2);
111
112            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
113            next.hand_r.orientation =
114                Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(-0.2);
115        } else {
116            next.hand_l.position =
117                Vec3::new(-s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
118            next.hand_l.orientation =
119                Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(0.2);
120
121            next.hand_r.position = Vec3::new(
122                s_a.hand.0,
123                1.0 + s_a.hand.1 + 4.0,
124                2.0 + s_a.hand.2 + slow * 1.5,
125            );
126            next.hand_r.orientation =
127                Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(-0.2);
128        };
129
130        next.foot_l.position = Vec3::new(
131            -s_a.foot.0,
132            s_a.foot.1 - 5.0 * switch,
133            2.0 + s_a.foot.2 + slow * 1.5 + falling * -2.0,
134        );
135        next.foot_l.orientation = Quaternion::rotation_x(-0.8 * switch + slow * -0.2 * switch);
136
137        next.foot_r.position = Vec3::new(
138            s_a.foot.0,
139            s_a.foot.1 + 5.0 * switch,
140            2.0 + s_a.foot.2 + slow * 1.5 + falling * -2.0,
141        );
142        next.foot_r.orientation = Quaternion::rotation_x(0.8 * switch + slow * 0.2 * switch);
143
144        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
145        next.shoulder_l.orientation = Quaternion::rotation_x(0.4 * switch);
146
147        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
148        next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 * switch);
149
150        next.glider.position = Vec3::new(0.0, 0.0, 10.0);
151        next.glider.scale = Vec3::one() * 0.0;
152
153        next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
154
155        next.do_hold_lantern(
156            s_a,
157            anim_time,
158            anim_time,
159            speednorm,
160            0.0,
161            tilt,
162            Some(last_ori),
163            Some(*look_dir),
164        );
165
166        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
167        next.torso.orientation = Quaternion::rotation_x(0.0);
168
169        next
170    }
171}