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