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