veloren_voxygen_anim/character/
mount.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{Hands, ToolKind};
6use std::{f32::consts::PI, ops::Mul};
7
8pub struct MountAnimation;
9
10impl Animation for MountAnimation {
11    type Dependency<'a> = (
12        Option<ToolKind>,
13        Option<ToolKind>,
14        (Option<Hands>, Option<Hands>),
15        f32,
16        Vec3<f32>,
17        Vec3<f32>,
18        Vec3<f32>,
19        Vec3<f32>,
20        Vec3<f32>,
21    );
22    type Skeleton = CharacterSkeleton;
23
24    #[cfg(feature = "use-dyn-lib")]
25    const UPDATE_FN: &'static [u8] = b"character_mount\0";
26
27    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_mount"))]
28    fn update_skeleton_inner(
29        skeleton: &Self::Skeleton,
30        (
31            active_tool_kind,
32            second_tool_kind,
33            hands,
34            global_time,
35            velocity,
36            avg_vel,
37            orientation,
38            last_ori,
39            look_dir,
40        ): Self::Dependency<'_>,
41        anim_time: f32,
42        _rate: &mut f32,
43        s_a: &SkeletonAttr,
44    ) -> Self::Skeleton {
45        let mut next = (*skeleton).clone();
46
47        let head_look = Vec2::new(
48            (global_time * 0.05 + anim_time / 15.0)
49                .floor()
50                .mul(7331.0)
51                .sin()
52                * 0.25,
53            (global_time * 0.05 + anim_time / 15.0)
54                .floor()
55                .mul(1337.0)
56                .sin()
57                * 0.125,
58        );
59
60        let ori: Vec2<f32> = Vec2::from(orientation);
61        let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
62        let canceler = (speed / 24.0).powf(0.6);
63        let _x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler;
64        let tilt = if vek::Vec2::new(ori, last_ori.xy())
65            .map(|o| o.magnitude_squared())
66            .map(|m| m > 0.001 && m.is_finite())
67            .reduce_and()
68            && ori.angle_between(last_ori.xy()).is_finite()
69        {
70            ori.angle_between(last_ori.xy()).min(0.2)
71                * last_ori.xy().determine_side(Vec2::zero(), ori).signum()
72        } else {
73            0.0
74        } * 1.3;
75
76        let bob = (anim_time * 12.0).sin();
77
78        next.head.scale = Vec3::one() * s_a.head_scale;
79        next.chest.scale = Vec3::one() * 1.01;
80        next.hand_l.scale = Vec3::one() * 1.04;
81        next.hand_r.scale = Vec3::one() * 1.04;
82        next.back.scale = Vec3::one() * 1.02;
83        next.belt.scale = Vec3::one() * 1.02;
84        next.hold.scale = Vec3::one() * 0.0;
85        next.lantern.scale = Vec3::one() * 0.65;
86        next.shoulder_l.scale = Vec3::one() * 1.1;
87        next.shoulder_r.scale = Vec3::one() * 1.1;
88
89        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
90        next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -2.0)
91            * Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs());
92
93        // Don't offset the chest when mounting, we don't want the position while
94        // mounting to change with scale.
95        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 * 0.5);
96        next.chest.orientation =
97            Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5 - bob * speed * 0.0)
98                * Quaternion::rotation_y(tilt * 2.0);
99
100        next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5);
101        next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5);
102
103        next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
104
105        next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1 + 1.0);
106        next.shorts.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(tilt * -1.0);
107
108        next.hand_l.position = Vec3::new(
109            -s_a.hand.0 + 3.0,
110            s_a.hand.1 + 6.0,
111            s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
112        );
113        next.hand_l.orientation =
114            Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(-PI / 2.0 + 1.0);
115
116        next.hand_r.position = Vec3::new(
117            s_a.hand.0 - 3.0,
118            s_a.hand.1 + 6.0,
119            s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
120        );
121        next.hand_r.orientation =
122            Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(PI / 2.0 - 1.0);
123
124        next.foot_l.position = Vec3::new(
125            -s_a.foot.0 - 2.0,
126            4.0 + s_a.foot.1,
127            s_a.foot.2 - s_a.chest.1 * 0.5,
128        );
129        next.foot_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.5);
130
131        next.foot_r.position = Vec3::new(
132            s_a.foot.0 + 2.0,
133            4.0 + s_a.foot.1,
134            s_a.foot.2 - s_a.chest.1 * 0.5,
135        );
136        next.foot_r.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.5);
137
138        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
139        next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
140
141        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
142        next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
143
144        next.do_hold_lantern(
145            s_a,
146            anim_time,
147            0.0,
148            speed * 0.1 + 0.1,
149            0.0,
150            tilt,
151            Some(last_ori),
152            Some(look_dir),
153        );
154
155        next.glider.position = Vec3::new(0.0, 0.0, 10.0);
156        next.glider.scale = Vec3::one() * 0.0;
157        next.hold.position = Vec3::new(0.4, -0.3, -5.8);
158
159        next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
160
161        next
162    }
163}