veloren_voxygen_anim/character/
jump.rs

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